:############; FOUR REALMS.... TWO SOULS.... ONE DESTINY.... :##: ;###;,,,,,,,, ,,,,, ,,,,,,, ,,,,,,,,,.,,,,,,,. .,,,,,,,,,, :##: ##, #############.##############,######## #######; ########; :##: ##; .### .. ######; ;####: :###, ### ,###; ,##; ##, ##, :##: ##; ;### #: .###### ###;#: ;#;, . ### ###; ,##; ##; ##; :##: ##; ;#### #: ### ##, ## ;#,:: ;; ; ######; #, ,##; ##; ##; . :##: ########### #; :###, ## ## ;#.;# # #####, ;##. ,##;##; ##;####; :##: ###;; ### ##; :### ## ###;#.;#; ## ####; .##;#, ,####; ####;,## .##: ;## ###:,####: ;###;:,;####:,######,:###;;;;;;;###,,;###;,,,,,,,,;## ##; ##; .;############;################################################### ##, ,## ;##########;, :##; ;##; .;;:####:; ###;..###: :###...##; :#########;. ';####### || P R I M A L || || F A Q / / W A L K T H R O U G H || || Written by: Rob McGregor (mcgregorr@xtra.co.nz) || || April 16th 2003 || || Version 1 || || No portion of this walkthrough may be reproduced without || || written permission from me. You may contact me at || || mcgregorr@xtra.co.nz for any authorizations, comments, or || || corrections or additions. Please make sure your subject || || line contains "Primal" in it somewhere however. || || || || If you wish to put this walkthrough on a web site, e-mail || || notification is needed. If you do wish to use this on a page || || in HTML please make sure you tell me before doing so with || || information on how and where it will be used. This document || || may not be sold or used for profit. || || || || This FAQ is not authorized by, endorsed, or associated || || in any way with Sony Computer Entertainment Europe or any || || associated or affiliated company(ies). This FAQ should not || || be confused with any publication that is distributed or || || authorized by Sony Computer Entertainment Europe or any || || associated or affiliated company(ies). Primal, all || || characters, locations, etc. (c) & TM 2003 by SCEE. || ------------------------------------------------------------------------------ 00 // t a b l e o f c o n t e n t s XX. Section --------------------------------------- | Last Updated | 01. Enter Oblivion: Introduction ------------------ | 16/04/2003 (Version 1) | 02. Characters ------------------------------------ | 16/04/2003 (Version 1) | 03. Enemies --------------------------------------- | 16/04/2003 (Version 1) | 04. Item Pickups ---------------------------------- | 16/04/2003 (Version 1) | 05. Walkthrough ----------------------------------- | 16/04/2003 (Version 1) | 06. Tarot Cards ----------------------------------- | 16/04/2003 (Version 1) | 07. Bonus Materials ------------------------------- | 16/04/2003 (Version 1) | 08. Codes ----------------------------------------- | 16/04/2003 (Version 1) | 09. FAQ's ----------------------------------------- | 16/04/2003 (Version 1) | 10. Revision History & End Bit -------------------- | 16/04/2003 (Version 1) | ------------------------------------------------------------------------------ 01 // e n t e r o b l i v i o n : i n t r o d u c t i o n Welcome to this guide to Primal. I'm trying to keep this intro brief, so I'll get straight to the point. This guide is my first full walkthrough for roughly newly released game (I think it's beyond time, I've been doing FAQ's for over 4 years - and no, I'm not counting Biohazard Gun Survivor) so I'm hoping I'm not doing a bad job of it. I'll slowly be working my way through the various sections of this guide as I can, but I'd be glad to receive any help I can get, so if you have anything you want to know, do know, or whatever, then please feel free to contact me. Just make sure you include Primal in the subject line of your e-mail. Onwards... - Rob Current Guide Completion: Err.. 30-something% give or take a few %. To anyone who complains about it not being far enough completed, well settle down, I managed to do all of the current stuff in about a day... I'm hoping I can push out the completed walkthrough within a week or so. But I'm not promising anything... I want this to be a nice pet project, not a nightmare. Pushing myself into something like that will likely only cause major headaches so please be patient. If you're ahead of the guide, and stuck, consult the GameFAQ's messageboard. ------------------------------------------------------------------------------ 02 // c h a r a c t e r s These character profiles are from Sony. I take no credit for these. Jen Jennifer Tate is a survivor. Orphaned as a young child, her carefully constructed defense mechanism enables her to face whatever life throws at her. Feisty and confident, Jen finds her soul mate in the withdrawn, intense Lewis, lead singer in a rock band. Alternative and original in appearance, Jen isn't afraid to stand out from the crowd. The vibrant force in the relationship with Lewis, Jen knows that she is meant to be with him - no matter what happens - and knows their shared experience of personal tragedy binds them together. With her sharp wits and tough shell, Jen's survival instincts - and her love for Lewis - are about to be put to the ultimate test. Lewis Like Jen, Lewis hasn't had the most auspicious start in life - he is tragically orphaned as a young child. But through Jen, Lewis has started to turn his life around. Her 'can-do' attitude and positive disposition have rubbed off on him, leading Lewis to try and fulfill his musical ambitions. Through his music, Lewis can feel truly liberated, and with Jen's encouragement, success seems not so distant a dream. But when his life is turned upside down after one of his concerts, Lewis will have to depend on his girlfriend like never before - can their spiritual connection ensure Lewis is returned to the real world? Scree Scree is a gargoyle who, though small in stature, is indispensable to Jen as she journeys through the four realms of Oblivion. Within his small physical form are many outstanding qualities, not least an indomitable spirit, stamina, and much wisdom and experience which he imparts to his human companion. His grey and stony appearance allows him to blend into the background, making him a useful spy who can infiltrate the deepest recesses of the realms of Aetha and Volca. It has become his life's work to defend Order from the forces of Chaos. Loyal and noble, Scree welcomes new challenges and obstacles, through during his journey with Jen he will often be exposed to situations of which he has no prior experience. But his confident, philosophical nature will not allow him to lose his belief that he and Jen will succeed in their challenge, even though he constantly feels frustrated by the physical limitations of his size. But when danger looms large, Scree can through his agitators off the scene by turning himself into stone form. That danger often comes in the form of Belahzur, Scree's oldest adversary, for who he feels the greatest hatred and anger. Scree's powers also extend to being able to transfer his soul to other stone statues that are located around the four realms, bringing them to life while Scree cleverly camouflages himself from danger. His nimble form is even adept at rock climbing, a skill which comes in particularly useful for scaling the vertiginous mountain peaks of Aetha. Arella Arella embodies Order and finds support from the demons of the Solum and Aquis realms. Like Abaddon, she is immortal and has no solid physical form. But her elemental manifestations are much more beautiful than those of Abaddon - she may reveal her face through a fluttering collection of butterflies, for example. Arella's close ally was Abdizur, a powerful but benign demon, who has pledged undying allegiance to the forces of Order. But Arella has not seen Abdizur since he vanished without trace some years previously. It is Arella who Jen meets first when she arrives in Nexus. And it is through the goddess of Order that Jen learns she has been chosen to defeat the forces of Chaos. Abaddon Abaddon is the personification of Chaos. A godlike immortal character, he possesses no fixed physical form and is able to manifest himself through natural elements. His face may find its form in the burning embers of a fire or in a malign swarm of buzzing flies. Abaddon is supported by the demons of Aetha and Volca, who vow to assist him in his ambition to disrupt the balance of Nexus. Some years previously, Abaddon masterminded an attempt to use innocent parties to gain the advantage over Order. But his plans were thwarted and his nefarious ambition never realized. Many years later Abaddon has decided the time has come to put his evil machinations into action once more. Chronos Immortal and wise, Chronos is a presence who observes the power struggle at play in Nexus and the dangerous shift of balance between the forces of Chaos and Order. Part of a huge, ancient machine known as the Oracle, Chronos is believed to be immortal and omnipotent, with the power to regulate and control the energies that are diffused around the realms of Oblivion. Abdizur Abdizur is a powerful but godly demon who is a loyal and fearless defend of Arella. General of the armies of Order, Abdizur is that rare combination of physical strength and charm and eloquence. It is his expansive experience and military know-how that Arella relies on and his wisdom, pride, and noble attitude hint that he is in fact hundreds, if not thousands, of years old. But following a hazardous encounter with Abaddon, Abdizur has vanished without trace, believed to have sacrificed himself in his dedication to his goddess Arella. Belahzur One of the most feared demons in the four realms, Belahzur possesses fearsome capabilities which he eagerly demonstrates in his position as general of the Chaos armies. Abaddon's right-hand man, Belahzur uses his formidable powers to enter Mortalis and violently abducts Lewis, the mortal Abaddon has chosen to help him in his destruction of Order. ------------------------------------------------------------------------------ 03 // e n e m i e s Coming soon. ------------------------------------------------------------------------------ 04 // i t e m p i c k u p s Lodestone Looks like: A small golden orb. Lights up and bounces as Scree gets closer to it. Lodestones give Scree the ability to possess statues. You'll need 5 Lodestones for each statue you wish to possess, however once you've done so you won't need another 5 to possess that statue again. Sprit Stone Looks like: A small rock with yellow glow. Sprit Stone is my name for these, as no name is given as far as I know. They fill Scree's health bar as he crushes the rock and absorbs the energy. Energy Fountain Looks like: A yellow crystal stuck in the ground. The Energy Fountains allow Scree to completely refill his health bar (which Jen requires for her Primal state) as much as he wants. Energy Gem Looks like: A small diamond shaped item, generally blue but changes colors as Jen gets closer to it. The Energy Gem allows Jen to stay in her primal state even when her health is entirely depleted. It refills the bar entirely with a new lot of health. ------------------------------------------------------------------------------ 05 // w a l k t h r o u g h - Maps are mentioned as if the top is always north... of course this was intended anyway (thus the north point in the top left of the corner). - Once you have Jen's Primal form, stay in it for most of her exploring as you can. As Scree notes, she's more agile in this state. Faster, stronger. - Likewise, anytime you're having to run from location to location, use Jen in this form as she's quicker to move than Scree. Scree will catch-up as he has a boost ability (you'll see it sometimes). - Be a vandal. Smash everything you can. Barrels, vases, etc. Items can be hid anywhere. - Anytime you still are stuck beyond the guide or a little lost, check the map (start button) or talk to Scree (triangle button). Scree will give you a "goal" to aim for, and generally your maps not only show where you are but also mark where you should be going. I've tried to cover everything, but I won't be surprised if some people still get lost... they are fairly massive worlds. ------------------------------------------------------------------------------ 05 // 01 // The Beginning Scene #1 - Lewis Is Taken Scene #2 - The Hospital Once you're past the lengthy opening movies, you'll be left standing still as Jen while Scree runs off into the distance. Welcome to the Nexus. NEXUS - JEN Follow Scree through the door way and up the stairways until you reach the next cutscene. Scene #3 - Jen Sees Chronos After the scene is finished Scree will run off, however before we follow him it's time to get the first Tarot card of the game. To the left side of where Screen went, if you look on the wall, will be an entrance to a stairwell. If you're still not sure about where exactly this is, open your map (start) and check the wall to the southwest of the Nexus Hub. Once you're down the bottom of the staircase, take the left path to it's end. There you will find a treasure chest with your first Tarot Card. Card #1 - "Justice" - Chronos Once you have the card return upstairs and follow Scree from where he is. He'll lead you into a large chamber. Once you reach other side a small cut scene will take place. By now Jen has probably just asked what you were all thinking about the tattoo on her back. Continue following Scree through the area, then step through the Rift Gate. ------------------------------------------------------------------------------ 05 // 02 // Solum Scene #4 - Entering Solum Now you know a little about Solum and the Ferai, and have some sort of reasoning why you're here. Let's get moving. SOLUM - CIRCLE OF KINGS - JEN Follow the path through the area. As will be noted, pressing select will swap between Jen and Scree at your wish, but for the time being Jen is who you should have. Once you reach a split in the path. The direction to the right (the west on the map) is currently a dead end, guarded by archers. So we'll be taking the path to the left. As you approach the cave a cutscene will take place in which Scree will tell Jen about the Malkai within the caves. Because it's dangerous for Jen to go on, Scree will volunteer to scare the Malkai away with fire. SOLUM - CIRCLE OF KINGS/MALKAI CAVE - SCREE Take Scree through the cave and out the exit on the other side. Once you're out, follow the path map area around to it's left. You will see another entrance to a small cave ("Fire Cave"). Go inside, and at it's end you'll find a fire is burning. Stand beside it and press X to pick up one of the burning pieces of wood. Now we have a torch, take Scree back to the Malkai Cave. In the area where the Malkai are, there is an urn where you can use the torch. This will scare off the Malkai, and allow you to bring Jen through the cave. Return to her at the cave entrance and there will be a cutscene. When the scene is over, control Scree (or Jen if you choose) and go through the cave to the valley on the other side. Ignoring the Fire Cave, head down the path to the right and into the opening of the valley. If you head to the left where the river is, you'll find the bridge across is broken, so instead head straight ahead where you can see a building. As you approach a cutscene will take place in which Scree shows off his rock wall climbing skill. Once the scene is over you'll be in control of him even if you were playing as Jen before the scene. SOLUM - VALLEY - SCREE Climb along the wall and through the gap caused by the missing top on the wall. Once you're on top, you can jump down the other side, then go down the stairs and open the door so Jen can get through. Now head up the stairs and try to open the gate. Scree will ask Jen to help him open it, and together they will push it open. You are entering the Ferai Villa. Run forward and a cutscene will take place. Scene #5 - Herne Ambush Once the scene is over, Jen will finally have something she can fight with, a knife, and a goal to reach - to find Jared. Scree will note it's time for him to scout ahead. Go towards the back of the villa where you will see a glowing stone. This is a Lodestone. As Scree notes to Jen, you'll find out the importance of these later on. It's time to put Scree's rock abilities into practice again, so climb down the hole beside where the lodestone was, and you'll find yourself in the villa basement. There is only one direction to go once you're at the bottom, so follow it. You'll end up crossing a small wooden bridge across the valley. Once on the otherside of the bridge, follow the path to the left alongside the water, until you reach the broken bridge. As Scree notes, you'll need to find a way to get Jen over here. Go straight ahead and you'll be in a broken Mill where you can hear the sounds of the mill gears moving. The gears are at the end of the room, where there is another exit. Go out this exit and Scree will make a note about the tree by the riverside. It's time to push it over. So approach it and press X. Now we have it as a makeshift bridge, go across to the otherside and head back towards the Villa. Jen should meet you half way. Return towards the makeshift bridge you created out of the tree, but be careful - you won't be alone. As you approach the broken bridge on your return, the Malkai attack. It's now time to swap to Jen and fight with your knife. SOLUM - VALLEY - JEN Okay, it's your first time fighting, but don't worry. As the onscreen info says, L2 performs a left hand move, R2 a right hand move, and L2+R2 performs a stronger move. Trying combos between the two should keep you healthy, and Jen's health will restore itself after you fight anyway. There are more moves than mentioned, which you should also know. R1 blocks attacks. Also if you block an attack at the right time, Jen will occasionally use it to counterattack. L1 is a spin attack, which is good should you be surrounded by enemies. When an enemy is near death, they'll stand stunned at which time you should press L2+R2 to perform a finishing move. Finally, to change your lock on between enemies when fighting, press the X button. When you're finished fighting, continue towards the makeshift bridge and the mill. As you exit the mill another cutscene will take place in which Jen and Scree figure out what is happening to Solum. At this time, we're going to take a slight diversion as Scree to find another Tarot card. SOLUM - VALLEY/MILL - SCREE Head around the back of the mill area. You'll find there is a staircase, however it's blocked with rubble. Instead, follow the wall where the staircase actually is, and use Scree's ability to climb the wall and reach the top of the staircase. From here you can access a part of the 2nd floor of the mill, where you will find a Tarot card sitting. Card #2 - "The Fool" - Jen Err... umm, anyway, now that we have the second card, let's continue. Head up the stairway, away from the broken bridge. It is a dead end all the way at the top, but what we're interested in is the tower halfway up the stairwell. However if you check the door you'll find it's locked from inside. It's time to change back to Jen and gain access inside. SOLUM - VALLEY TOWER - JEN Head around to the back of the tower and you'll find there is a gap in the wall. A gap big enough for Jen to slip through. Do so by approaching the gap and pressing X, then go open the door to the tower so Scree can enter. Now they're both inside, you can head down the steps and into the Ferai Burrows. However, before we do so, it's time to get card #3. Switch back over to Scree. SOLUM - VALLEY TOWER - SCREE Get Scree to climb up the wall half way between the gap where Jen got through and the door. Here he'll be able to climb higher than elsewhere, because part of the wall is missing. From past this missing bit, head towards the right, and follow around until you're above the wooden platform. Climb down onto it and pick up the next Tarot card. Card #3 - "King of Pentacles" - Herne Once you've gotten the card, climb back down the way you got there and change back over to Jen. SOLUM - VALLEY TOWER - JEN Now we're done with that card collection, you can now head down the stairs into the Ferai Burrows. Follow the spiral stairwell down and go through the open areas until you get to a cutscene. Scree will ask some of the Ferai tribe about Jared. Once the scene is finished, continue following the path through the burrows. You'll come to a large waterfall. Don't go in the water, there is nothing there for you. Instead head up the stairwell to the left, and continue following the path to the top. Follow the path downhill, and at the bottom, it'll be noted you've hit a dead end. However, that wall infront doesn't look too stable. Follow the path to the left, into another dead end. However you may note that beside the lit urn is a wheel. It's too heavy for Jen to lift, so it's time to swap to Scree. SOULM - FERAI BURROWS - SCREE Get Scree to pick up the wheel, and walk all the way to the top of the hill you came down to get into the area. I'm sure you noticed the groove in the ground... it's time to send the wheel downhill. Walk to the top of the hill and a cutscene will take place. However before you go down, grab the torch on the wall to the left of the hill you just rolled the wheel down. Do so by pressing X near it. You'll need the torch to enter the area you've just gained access to. Once inside, follow the path to the left and climb up the couple of big steps. In the next room you can light the urn with your torch if you wish, and smash a couple of barrels. One has a Lodestone in it, so make sure you grab it. Go up the stairs, then through the hole in the wall. Smash the barrels blocking the steps, go through another room, climb up the wall and finally you'll be back outside. As you follow the path along, you'll note a cave off to the left. At the end will be a Rift Gate which you'll need to power up by tapping X a lot. Right now it's not much use, because we don't need to jump to anywhere else. But later on the various gates will become handy. If you want though you can go on a practice trip if you want. Or cancel it by pressing triangle before the rift is opened. When you're finished, return outside and continue following the path until you reach Jared's Lodge. SOLUM - JARED'S LODGE - JEN Just outside the steps you'll be attacked again, so fight on. Even with just the knife, the battle shouldn't be too hard. When you're finished head up the stairs and into the Lodge. You'll see blood, a couple of dead bodies, and signs of a battle... but not much else. Head towards the hole in the wall near the back, and a cutscene will begin. Scene #6 - Finding Jared's Horn Once the scene is finished, go through the back and up to the gate. Get Scree's assistance to help you open the gate, and follow the cave through. You'll eventually reach a point where the bridge has fallen. Scree will point out how he'll be able to get across, and we'll get to that soon, but first we need to get Jen to the other side. Back up from the edge a little and check the left (map west) hand wall. You'll note there is a small ledge. Press towards the wall, and Jen will flatten against it. Now side step around the wall, go across the gap, and repeat the sidestep until you reach the other side of the cave. Now you're over the other side, press select and swap to Scree. SOLUM - UNDERGROUND CAVERN - SCREE Scree can climb down the wall where the broken bridge is, then hop across the gaps and climb up the other side. Do so. Once you're on the otherside, and meet back up with Jen, change back over to her. SOLUM - UNDERGROUND CAVERN - JEN Continue to follow the cavern to it's end, and you'll exit back outside. Follow the path along to a bridge. We're going to ignore the bridge for now, we'll be back. But first, it's time to go hunting for another Tarot card. Continue to follow the path up the hill from the bridge and into the cave at the top. Follow the path through the cave (Jen will duck under the broken cave brace) and back outside the cave to a lookout. You won't be able to get through the gate yet, but to the left will be a stairwell leading to the top. Upstairs, get ready for a fight with a couple of archers. When they're dealt with, check around the left hand side and you'll find a lever which will open the gate. However you'll need Scree's help to move it. After this, continue to go around the back of this upstairs area. Here you will find another Tarot card. Card #4 - "Strength" - Scree Once you've gotten the card, make your way back downstairs and through the cave to the bridge we passed earlier. As you reach the end of the bridge, a cutscene will take place. Scene #7 - Encounter with Devena Obviously the main doors are going to be locked, so we're going to have to find another path into the city block. Run up the stairs, and look to your left. This is the direction we're going to take. Follow the path along until you get to a point where it doesn't seem you can cross. However, the is a ledge Jen can cross here. Push up against the wall and you'll get across. Now it's time to get Scree across, so change to him. SOLUM - CITY WALL - SCREE Right beside where Jen managed to get across, press X, and Scree will jump onto the wall. Walk across the wall to the other side, then get down. Change back to Jen. SOLUM - CITY WALL - JEN Once both are across, you'll be able to gain access into the city through a hole in the wall. Most of the doors in the Poor Quarter are locked. If you check your map, you'll see you want to head southwest, so go towards the large open area there. You'll get into a fight here, but it's nothing you shouldn't be able to handle by now. When you're finished, follow the one alley out of the yard to get to the next section of the poor quarter. However, just as we enter this, it's time for another card. SOLUM - POOR QUARTER (2) - SCREE Just at the first corner of the alley heading straight for a while, is a house with a balcony. From the ground level, you should be able to see a barrel there. What you may not see is another card. To get the card, you need to be able to climb up the wall before the corner with Scree, then climb around the corner and onto the balcony. For the sake of making this easier over directions, he's a diagram taken from the bottom right corner of the map in the game _ ____| S - Is where Scree should start to climb up. He should __| ____ Then climb to the left of him, and around the | | corner to reach above the balcony, then down to |S | get onto it. __C_____| | C - Is where the card is. | _________ | | |__| Card #5 - "The Empress" - Arella Once you have the card, climb back down the way you got up, and switch back to Jen. SOLUM - POOR QUARTER (2) - JEN Continue following the straight roadway along, and around the corner. When you reach the next road, take the winding stairs you find half way, as the set at the end is blocked by rubble. Taking the middle set will bring you to a courtyard. Following the path around you'll find it leads you to a dead end, instead you need to go through the only building where there is no door. Once inside, climb up on the rock on the right hand side of the room. From here you'll be able to climb up another small level above the fireplace, and only what is left of the second floor. You'll note the hole in the wall across the street, so go towards it and Jen will jump the gap. Go down the stairs, and break the barrels blocking the path through to the next building, then go up the stairs in this new place. From the 2nd floor here, you'll be able to drop into the next house. From here, you'll see there is a small gap in the wall, which Jen will squeeze under, and then a hole in wall which will finally let you back outside. Follow the pathway, and climb the stairs. Once in the new yard, climb the next set. You won't be able to access the door to the building on the right yet, so just go straight ahead down the path until a cutscene takes place with some escaping Ferai. You won't be able to get where they're going right now, so don't worry about it. Instead, follow the path around the side of the building and across another bridge. At the end of it there will be another cutscene, and Scree will explain the reason for picking up the lodestones. You however don't have enough just yet, so we're going to have to find some more. Thankfully there is quite a few sitting around outside of the Great Temple. Change to Scree and get collecting. SOLUM - GREAT TEMPLE - SCREE Going clockwise from the statue, there is one sitting in the middle of the street; another hidden in a barrel on the southwest corner, near the great temple itself; one sitting by the gate on the western side; and another by the northwest corner, again by the temple. Once you have them all, return to the statue, and stand near the statue. Scree will use 5 lodestones to possess the statue and allow you to turn the light on the top of it when you press X near the statue. You need to use the left analog and point it towards the door to the temple. Once you hit the green gem with the lock, the door will open. Press triangle to get out of the statue. Once you're back in control of Scree, head inside the temple, and a cutscene will take place. Scene #8 - Interrupting Herne's Ritual Once the scene is finished, you'll have the added control of Jen's primal powers, currently Ferai. Holding Left will allow you to draw on power which Scree has stockpiled.... pressing Left will change Jen between Ferai and Human and vice versa. Should you run out of Ferai energy, then Jen reverts back to normal form. With Scree, you'll now be able to collect energy from killed enemies as well as various stones and items. Outside the temple, Jen will encounter her first enemies in her new form, and they'll be even easier to kill than they were before. Scree will be able to suck energy from the dead bodies by standing beside them and pressing X. I won't be reminding you to do this, so you'll have to change over to Scree and do this when you need to. Downstairs, below the temple, is another Rift Gate, however we don't need to use it right now. Instead, we need to go to the gate to the west of the temple. SOLUM - GREAT TEMPLE - JEN-FERAI With Jen's new powers, you'll be able to jump up to the top and climb around to the other side. On the left side is a broken piece of the gate you can climb on. From there, Jen will jump up to the top. Climb up a bit more and walk around the outside of the gate. From there, climb down to the ground, and move the lever so you can allow Scree to get through. SOLUM - GREAT TEMPLE - SCREE As you may have noted, there is a rock with energy coming off it. This is for Scree to collect, it's more energy for him to stockpile for you, so swap over to him and collect it. Once you've gotten it (and Scree has explained it's use to Jen), swap back to Jen. SOLUM - GREAT TEMPLE - JEN-FERAI Run down the next part of the bridge, then through the cave to the other side. This area is the hunt lands. Run up the steps leading to the large archway, you'll have another fight with the Malkai. Once it's over, go through the gate and head towards the campfire you'll eventually see in the distance. A cutscene will take place. Scene #9 - Talk With The Shaman Once the scene is over, check around the areas for some barrels to break. One of them should contain a lodestone (which you can collect with Scree). Once that's done, head through the nearby archway to the huntlands, and prepare to fight. Once you're finished fighting, if you check the small building in the middle of this area (and the middle of the lower map) you'll find an Energy Fountain. This will give Scree a full power bar which can be used for Jen. Before we exit the map at the south, it's time for another card quest. If you look at the south-east of the map, you'll see a wall with an area. As you approach it, you'll likely get into another fight. When that's done, you'll find a lodestone outside it you can get with Scree, so swap to him. SOLUM - HUNT LANDS - SCREE Grab the lodestone, then climb onto the wall. You'll notice more gaps in the brickwork which will allow you to get onto the roof of the building. That is your goal. Once on the top you'll find a card at the back of the roof. Card #6 - "Queen of Pentacles" - Devena Once you're done, climb back down the way you got there, and swap back to Jen. SOLUM - HUNT LANDS - JEN-FERAI Exit this current area by the exit in the south. Follow the forest path through the mountains, across the bridge, and along until you reach an archway. Here you'll have to fight your first proper fight with some of the Ferai warriors. At this time, I should note the difference between the Ferai and all other enemies before this point - you have to kill them with a finishing move once they're stunned. If not, their health will slowly regroup as they stand dazed, and they'll be back for fighting in no time. Perform finishing moves by pressing L2+R2 when the enemy is out of energy. When they're killed, continue following the path along and up the stairs until you come to a massive courtyard which is the Burial Grounds. Move quick as you'll have an archer shooting at you, and more Ferai to battle. Once they're all dead, swap to Scree. SOLUM - BURIAL GROUNDS - SCREE As Scree, check the east side of the courtyard for a lodestone and spirit stone sitting near a broken rift gate which Scree can collect. There is also a lodestone by the door, in one of the vases, which can be collected, and one more over by the western side of the courtyard... in the snow north of the Rift Gate there. Once you're ready, you can go approach the statue outside the temple. Firstly, you'll need to ignite the light by using a torch (there is one by the stairs entering the courtyard if you don't already have one). Then you can use the 5 loadstones you should have to possess the statue. However you'll find something is missing from the door. Leave the light pointing towards the door where the gem should be, then leave the statue by pressing triangle and then change back to Jen. SOLUM - BURIAL GROUNDS - JEN-FERAI It's time to go back to the hunt camp. Backtrack all the way to where you had the meeting with the Shaman. Another cutscene will take place in which you'll persuade him to help. With the piece now in your grasp, return back to the burial grounds and use it on the door. With the light still on the door as I mentioned, it should open right up. Head down the stairs, and fight the Ferai at the bottom. Then make your way into the main chamber, and do likewise again. Once they're all defeated, you'll have two doors to look at. The one on the right, a heavy metal door, is locked so you can't gain access just yet. The one on the left is a more easier door to get past, so go for that one. Scree will still come in and help Jen. Once it's open, follow the hallway into the main chamber. You'll have more Ferai to take care of too. Once that's done there are three rooms to check out. The first room you passed as you entered, on the right (east) side, has a lodestone, as well as a wall you need to climb as Scree, so change to him. SOLUM - THE NECROPOLIS - SCREE Grab the lodestone, then check the southern wall near the urn. If you look up you'll see a hole in the wall. Climb up the wall, and enter the tunnel. As you follow it through, you'll find it leads to the lower hallway on the map. At the exit, the path to the left is currently a dead end (the door is locked) but the path to the right will allow you to open the previously locked door. We needed to do this sometime, so it's good we did it now. Once you've opened it, return back to where Jen is, and we'll explore the other two rooms. The second room has a couple of spirit stones, which you may or may not need. It also has Jen's first pickup, so swap back to her. SOLUM - THE NECROPOLIS - JEN-FERAI The item is an energy gem. This will fully restore Jen's energy should she run out while fighting enemies, instead of reverting her back to human form. The third door has a gate in the way, which you'll need Scree's help with. Once inside a cutscene will take place. Scene #10 - Jared Found Once the scene is over, you'll have a new goal to undertake. From here you need to exit the Necropolis and go back outside to the burial grounds. It's time to use the Rift Gate on the west side of the courtyard. You need to select: Solum - Great Temple All right, so we're back at the Great Temple. We need to backtrack from here just a short while to where we saw the Ferai jump up the building. Jen now has those abilities, so it's time to make use of them. Make your way back across the bridge, and fight the Malkai who attack. When they're dead, continue along the path and then climb up the wall where we saw the Ferai jump. Once up the top, drop down inside and make your way up the small set of stairs. Open the door here so that Scree can get inside. Once he's caught up, go back inside and go through the open doorway in the house. There is a barrel out the back with some energy in it (energy in a barrel... what will they think of next?) and then make it through the next couple of rooms until you come outside into the Plaza. Here there will be some Ferai to fight. If you search around there are a few item pickups around, but most of them are energy based, so if you don't need them, then it's okay. The most important pick up is for Jen, and is located in the small little "room" to the northeast of the map - an energy gem. There is also some barrels here with items too. When you're read to exit, head to the south-east. Right near the words "The Plaza" on the map, is some stairs leading up to a large door (there are some Ferai warriors here). The door won't work, but if you follow the path around the side of the building to the left, you'll find there is a hole in the wall leading inside anyway. This is The Forum. Once through the back of the building behind the throne sitting there, is a stairwell leading down. Once you approach the door downstairs a cutscene will take place which allows you to gain access inside. Once you follow the path down inside, you'll come to another camp and what looks like 3 different paths. Really it's two leading to a small cove area, and a 3rd which is the proper exit. The two to the left and middle lead to the cove, which doesn't have much in it. The right side path, is the exit you need to take. Follow the path beyond it further until you get to another opening. Here will be a gate that Jen and Scree will both have to push open. One past that and down the path a small bit more, you'll be in the city's sewer system. The path to the right of the exit is a dead end, so go left. There will be a couple of enemies to fight, but nothing major. When you get to the main chamber there will be 4 directions to go on the map. Only 2 are important however. The first one you want to take is the south choice. However it's only important for Scree to do anything more than climb the ladder. At the end will be lodestone which you should collect. SOLUM - SEWERS - SCREE Collect the lodestone. We're going to leave Jen her for a second, and get Scree onto the northern path. As you may have noted the ladder is broken, so Scree is going to have to climb the wall. From the south branch, don't climb back down to the ladder, just climb over the edge of the wall. You can now climb right around to the other side and get onto the north path. Of course you can climb the wall anywhere in the main sewer chamber, it's just easier to do it from the south seeing as you had to collect the lodestone anyway. Once your standing straight... well as straight as Scree does anyway, switch back to Jen. SOLUM - SEWERS - JEN If you guessed Jen is going to do more ledge walking, you'd be correct. Take Jen to an area beside the southern ladder, and then push to the ledge. She'll get ready to ledge walk. Follow it around, run along the area you can, then ledge walk around again until you reach the northern path and meet back up with Scree. Now run north until you reach the ladder you can exit the sewers with. You'll now find yourself in a series of Jail cells. As you exit the first room, the path to the left is blocked. Ignore the door leading out, we'll get to it in a second, but continue to your right. Another blocked off area will be here, but there are some spirit stones if you need them, as well as some barrels. Kick the barrels open, and you'll find one of them contains an energy gem. Return to the door we just ignored, and enter the main cell block. Run towards the back and fight the Malkai who attack. Once they're dead, you need to enter the only open Jail cell - it's the one on the southwestern end of the area. Once inside, climb up to the 2nd floor. Right infront of you should be some barrels - one which contains a lodestone which Scree will grab. From here there are two places to go you can see on your map, however it's not so important to go for the rift gate area to the left from the 2nd floor right now unless you really need some health. Instead just go through under the arch at the end of the block. Get Scree to grab the lodestone, and then head around the rubble and up the stairs. As you reach the top, you'll be asked if you want to save, as saving is blocked during the next section of the game. Save if you wish, then a cutscene will take place. Scene #11 - Encounter At The Coliseum SOLUM - COLISEUM - SCREE We're now in control of Scree as tries to find a way to fight Belahzur. Firstly we need to grab the loadstones scattered around the coliseum. There is one infront of the main stand; one to the right of the eastern metal gate, one on the east side of the southern metal gate; one on the west side of the southern gate, and one by the rubble of the coliseum in the southwest side. With all these loadstones in possession, approach the statue of Abdizur and press X to possesses the statue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #1 - BELAHZUR Fighting as Abdizur, or rather the statue of Abdizur, is no different as fighting as Jen (as the game notes). The only lack is really the spin attack with L1. The start of the fight is no different than normal, a general fight with any foe. However when you get Belahzur's energy down to a certain level, he'll jump out of the way and up onto the sides of the Coliseum. From here he will throw 3 fire balls at you. These are easy to dodge just as long as you don't run out of space to dodge them. The best idea for this is to run to one direction until the first fireball lands and misses, then change direction and run the other direction. Then after the second lands and misses, go back to running the other way again. For example running left, then right, then left again, to avoid all the fireballs. Once you've dodged the three fireballs, Belahzur will jump back down and fight you again as normal for a short while before again jumping up and repeating the fireball events. This will continue until either one of you is dead. Generally however, given the ease of this fight, it'll be Belahzur who will likely die first. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once the fight is over, and the cutscene is over, you'll be back to normal however you'll need to possess the statue of Abdizur again to open the eastern gate. Once there, the statue will be automatically left there so that it holds the gate open so Jen and Scree can gain access past it. Once through you can follow the path into the city. However once you're through to the first doorway, you'll be attacked by some Ferai. Time to swap to Jen. SOLUM - CITY LIMITS - JEN Should probably change Ferai form too. Go primal! SOLUM - CITY LIMITS - JEN-FERAI Take on the enemy. Once you're through the doorway, you'll be in a large courtyard with a statue in the middle. While the north west path is where we need to go, it's time to make another side trip while we get another card. Just to the north of the statue in the courtyard, you'll find there is no door leading into a building. If you follow the path that leads through various rooms, and buildings you'll find yourself outside the city wall again. However this time there is a cave (as well as a energy fountain too should you need it). Enter the cave and you'll get so far before some barrels block your way. Break them and gain access to the back room. Inside you'll find some spirit stones, an energy gem, and another Tarot Card. Card #7 - "Ace of Pentacles" - Ferai Aspect Now you have that card, return to the courtyard with the statue and follow the path to the northwest. As you round some of the corners, there will be more Ferai to fight, of course, so take them on. Continue to follow the only path you can take, over things, and around corners, until you reach the large open area which is the City Barracks. Scene #12 - Fight In The Barracks As with the last open area, there are pickups to be found, again health oriented... I'll leave them to you. As with anymore enemies to fight. When you're finished, head towards the west side of the map, and to the towers at the highest point. Of course there are more Ferai here to fight as well. At one end of the bridge is a gate you can't open. The other a room with a locked door. However the room also has a hole in it's wall that Jen can slip through... so do so. Once through open the door so Scree can get inside, then have both of you move the lever so you can open the gate at the other end of the bridge. Easy as that. Run to the other end of the bridge, but be careful of new enemies about. Once through to the new area, ignore the buildings on the left and right, and continue to follow the path through. You'll arrive in a clearing, however you won't be able to access the Gate House which is located here. Instead, continue following the path until you come to another bridge which has collapsed. Jen needs to take the top path, and shimmy along the ledge to the other side past the rock wall. Once you're on the other side, it's time to swap to Scree. SOLUM - GATE HOUSE BRIDGE - SCREE Scree needs to climb onto the wall below where Jen got across and walk along the wall. Once you're on the other side, swap back to Jen. SOLUM - GATE HOUSE BRIDGE - JEN-FERAI Continue following the path past a watchtower. Keep an eye out though, because there will be an archer shooting at you. At the end of the path, kill the Ferai guarding and reopen the gate which closed. Make your way down the stairs, killing anymore enemies around. At the bottom of the stairs are two chambers. One with a rift gate, the other an energy fountain. Continue following the hallway until it splits in two. The left path with the stairs going up leads to the watchtower from earlier. Inside the tower is an Energy Gem. As well you can kill the pesky archer from before. The right path leads around the corner and downstairs, further into the Guard Rooms. As you get into the main Kitchen area, you may note a lodestone on the beam across the kitchen. Scree will be able to climb the wall and get this. However only after a cutscene which takes place at the bottom of the stairs. SOLUM - KITCHEN - SCREE Climb the wall just below the lodestone. Climb up and above the beam then onto it. From there grab the lodestone, then return to the floor the same way you got up there. Change back to Jen. SOLUM - KITCHEN - JEN-FERAI The door at the end of the kitchen is locked, so go through under the arch on the side wall across from the fireplace. It'll open out into another room, however the door will be locked behind the approaching Ferai and you'll have to take them on. Once they're dead, ignore the locked door, and open the gate using both Jen and Scree on the west wall. From here go up the stairs and make your way outside. Follow the path around the outside. If you need any extra health it's here as well. Once you've made it over a number of rocky steps, you'll reach the path again. At the top will be a large glowing rock. This is a summoning stone. If you get separated from Scree, it will allow you to bring him back to you. It's not important now, but might just be later on. Continue on along the path, and take on the Malkai who attack. As Scree will note, in the center of this area is a large statue of Herne. Move over to the large tower. It's time to swap over to Scree. SOLUM - HERNE STATUE - SCREE Climb up onto the wall... You need to follow the brick pattern as it wraps around to the right, through the gap left by the break in the trimming. Once you're around on the right side of the statue, follow it upwards and into the top of the tower. Once at the top a cutscene will take place in which Scree will tell Jen to wait while he finds something to help get her up to the top. What you need to find for Jen to get to the top of the tower is a rope. Firstly, you should grab the torch on the wall so Scree can see where he's going. After that, head down the stairs to the bottom of the tower, and follow the path underground. Once into the chambers, there will be a quick scene of a quake. If you look to the left of where Scree is left standing, you'll see a piece of floor which looks ready to collapse. You need to make it happen. To do so, you need to pick up for green vases and carry them to the area which will collapse. All 3 of them are within this Pantry area surrounding the floor which will break away. Once the 3rd one is added, you'll drop down into the pantry below... attached to the kitchen you went through earlier. In here will be the rope you were looking for. There are two ways to get Scree back to Jen from here. Either climb back up the wall, and go through gap you just made in the floor, then follow the passage way you came down to return to the top of the tower to use the rope. Or you can switch back to Jen and use the Summoning Stone we passed earlier to collect Scree, then have him climb to the top again and use the rope. Either way will work, but once you've returned to the top a cutscene will take place. Press X to use the rope, then control will be given back to Jen. SOLUM - HERNE STATUE - JEN-FERAI Walk up to the rope which is dropped, and press X. From here you'll want to push up on the analog stick to climb (and push down to descend as well - but we don't want to do that here). Switch back to Scree so he'll stop holding the rope and return to normal. SOLUM - HERNE STATUE - SCREE Press X to return to normal. Then change back to Jen again. SOLUM - HERNE STATUE - JEN-FERAI Make your way down the tower, and through the underground passageways again. Follow through from the pantry and you'll find a lot of barrels in your way. Smash them, then follow the path around two more corners, and into another large chamber. Once in this room, you'll have a choice of straight ahead or a path to the right. Straight ahead is what we want, but it's time for another card quest, so take the right path. Not too hard this one... it's a chest sitting on the north side of the hall beside a bolder. Card #8 - "The Hermit" - Shaman Return to the previous room, and follow the northern path we haven't gone down yet. Go around the corner, and step through the hole in the wall. Go through this room, and down the hall. There will be a door on the left wall (which if you look at the map is marked "Jared's Rooms") however we don't have access just yet. Don't forget this door however, we will be back. There is a room on the right of this hallway as we move down it, which has a lot of barrels and vases in it. One of the barrels contains an energy gem, so don't miss it. Continue following the hallway along and around corners and over fallen pillars until you reach another massive chamber, watch out for any attacking Ferai too as there is quite a few around here. Once they're dealt to, you have three directions to go. The one on the east side is a locked door, so it's counted out for now. The north one goes upstairs, and the south goes down stairs. It seems clear that we should continue going downwards, so the southern set is the one to go for. The large metal and wood gate requires both Jen and Scree to open. Once down the stairs, you'll be in a banquet hall. However you'll find that the exit doors are locked. Time to go back I guess... however as you run up the hallway back the way you came, there is a chance quake which knocks the doors down for you. I love coincidences. :) Return to the now removed doors, and you'll be in another room with 3 more choices. The south choice leads to some stairs going back up. If you follow them you'll have one Ferai to kill, and you'll find you're actually at the gate house you passed some time back. The small north door is where we want to go, but not just yet. Yes, again, it's time for another card quest. Taking the western path through the west doors, you'll have climb over a fairly large gap near the north wall of the room. Once through, follow the door to the right, and into this first room. Again however, it's an easy card find with it just being found in chest on the western wall. Card #9 - "Knight of Pentacles" - Jared The path to the north of here, just takes you back to the area near the kitchen, so it's not really worth returning back. Instead just make your way back towards the banquet hall, and take the northern door and down all the stairs into the throne room. From here, run all the way to the back of the throne room, to where the actual throne is. Here you'll find a key sitting on one of the thrones. This is the key to Jared's Rooms, which we past earlier. You remembered to take note right? Time to head back there, however on the way out you'll be asked if you wish to save. Do so if you wish, then a cutscene takes place... Scene #13 - Devena Ambush ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #2 - FERAI ONSLAUGHT After the scene, you'll have six Ferai to kill. However apart from their numbers, they should be taken on as usual. I only count this as a boss fight, because the game seems to have decided to treat it as such. Just be careful not to be targeting an enemy who seems reluctant to fight and then be attacked in the back by one or two who are. Quickly cycle through targeting with X. At six, this part is the most hardest due to the number of enemies you can possibly target... you'll still likely end up targeting the wrong ones, but as long as you're facing forward, any enemies in your way can be hit. Using the spinning attack is also good should you be crowded by many of the enemies at once. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once the fighting is over, have Jen and Scree push the doors open in the Throne Room, then head back upstairs and make your way back to Jared's Rooms. Watch out for any new Ferai on your way back through as well. Once through the door and into Jared's Room's, make your way through the hole in the back of the wall, and down the hallway. Follow it through, taking on any enemies, until you reach the rooftops outside. As you walk around the outside, be careful of the archers as you take each one on. Once you get around the far side of the outside rooftop walkway, go through and up the stairs to the other side. Here you can climb onto the roof in the corner and some healing items and an energy gem. Climb back down and enter the door leading inside. Go down the stairs and you'll find a choice of two ways by a fireplace, left or right. We currently want to take the left path into the large rooms. Follow the hallways and rooms through until you reach Devena's Rooms, where you'll find a couple of Ferai to take on. Once they're gone, head up the stairs. Here will be at least one more Ferai to kill coming in from the room at the back. One it's dead, head into the area where it was, and go up the three flights of stairs. And finally, sitting on the back wall of this room is the key we've been looking for. Return downstairs and head back towards to the last choice we made between left or right after coming down from the Rooftops. Watch out for any new Ferai around. Once you're at the area where we made the choice, we now want to take the right path, which should now be straight ahead. It leads downstairs, and comes to a stop at a door Jen will open, and surprise, surprise, we're back in the massive chamber room again. Now it's time to take the northern path from here. Get Jen and Scree to open the wooden gate, and then head up the stairs. Once you get to the top and outside, there will be more Ferai to kill. You'll notice you're in the courtyard of the area you went around in the Rooftops. Head to the far side, and there will be open doorway leading downward. Follow the hall down and you'll be taken to another Rift Gate. Use the Rift Gate here to go to the ones in "Solum - Burial Grounds" and you'll be on your way back to Jared. Go back across the courtyard and up the stairs into The Necropolis. Scene #14 - Return to the Necropolis Make your way back into the main chamber and meet up with Jared. You'll have plenty of enemies to take on, but thankfully you'll also have some extra help from Jared. I hope you followed this guide earlier and got the single gold door open in this chamber too, because that's where we're heading. Make sure you have Jared following you, or else you won't be able to complete this next part. Follow the hallway at the south around. Refill your health and Scree's bar from the fountain if you need it, as you pass, then head towards the end where there is a gate. With Jared there, as you approach it you'll trigger the event, and you'll be asked if you wish to save. Do so if you wish. Afterwards there will be a cutscene. Scene #15 - Devena's Body Found Once the scene is over it's into another Ferai onslaught... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BOSS #3 - FERAI ONSLAUGHT #2 Same as before, except this time you have Jared helping you. There eight Ferai to kill, however this time in two swarms of three and one of two. As before, just be careful not to be targeting an enemy who seems reluctant to fight and then be attacked in the back by one or two who are. Quickly cycle through targeting with X. Using the spinning attack is also good should you be crowded by many of the enemies at once. Jared helps a lot though by distracting enemies. One the eighth enemy is killed, another cutscene takes place. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scene #16 - Shapeshifter Destroyed After the scene, with Solum changed for the better, Jen and Scree return to the Nexus. NEXUS - JEN You've unlocked your first Bonus Feature. A small featurette on the main voice actors. You can access it through the main menu. Once you've made your way out of the Rift Gate, through the doors and down the steps, another cutscene takes place. Scene #17 - Jen Meets Arella Now the scene is over, follow Scree to the next Rift Gate, which will take you to the next part of Oblivion, Aquis. ------------------------------------------------------------------------------ 05 // 02 // Aquis Scene #18 - Entering Aquis AQUIS - TEMPLE LAGOON - SCREE Once the cutscene is over, you'll be controlling Scree in the water... To Be Continued... please wait patiently while I write more of the guide... ------------------------------------------------------------------------------ 06 // t a r o t c a r d s Coming soon. ------------------------------------------------------------------------------ 07 // b o n u s m a t e r i a l s Coming soon. ------------------------------------------------------------------------------ 08 // c o d e s Here is the list of all the currently known codes, from various sources. I also take no credit for finding these. To use these codes, you need to hold L1+L2+R1+R2 for 5 seconds at either the main menu or bonus materials menu. Once held long enough, a hidden menu will appear titled Magic Codes. Various cheat options are here with a series of A's beside them. The value of these letters can be toggled by highlighting one of these and holding down X and using the D-Pad left or right to switch characters (A through Z). NTSC-U/C "United States" Version - SCUS-97142 From GameFAQ's and GameWinners Invulnerability: MONSTROUS Solum: Unknown Aquis: Unknown Aetha: Unknown (8 letters) Volca: Unknown (9 letters) Gallery: Unknown (9 letters) Easykill: Unknown (10 letters) Bonus A: Unknown (9 letters) Bonus B: PRIMAL Bonus C: DEMONREALMS Bonus D: Unknown (8 letters) Bonus E: OBLIVION PAL "European" Version (Regular and Collectors) - SCES-51135 From PrimalGame.com's VIP Area Invulnerability: DEMONISE Solum: SNOWFLIGHT Aquis: CHARYBDIS Aetha: FLINTLOCK Volca: SUNSTONE Gallery: ARCANUM Easykill: MORTIFIC Bonus A: SEABREEZE Bonus B: AURORA Bonus C: PSYCHOSIS Bonus D: MIRRORY Bonus E: ASCENDENT ------------------------------------------------------------------------------ 09 // f r e q u e n t l y a s k e d q u e s t i o n s I'm leaving this space open for some FAQ's. I really should know some by now but I only know what's in this guide so far. If you have any questions that needed to be known, please feel free to ask. mcgregorr@xtra.co.nz - Primal needs to be in the subject line so I know what it is you're talking about :) ------------------------------------------------------------------------------ 10 // r e v i s i o n h i s t o r y & e n d b i t revision history: version one - 16th April 2003 First edition of the guide. It's still bear bones, 30-something % at this stage. I've really rushed through things, so I apologize. I just wanted to get a large chunk done in a day or so. Future Planned Updates: - More to the walkthrough. - Enemies section - Tarot Card Section (although if you need at least the first 9 they're in the walkthrough currently) - Bonus Materials Section - Further Update other sections. the end bit: It is now time to go. But not before some thanks and shout outs. This Guide! ----------- Sony - For making a great game. Pity about the combat though... still great overall though otherwise. PrimalGame.com - For the character bios. GameFAQ's - For cheat codes for the US version. GameWinners - For likewise. Everyone Who - For providing said codes in the first place. Submitted Above Harvey Normans - For still having the preview version on hand, which allowed me to buy the full game seeing as I liked it so much. PSW - For being the first place I saw this game. Which lead me to going to get the demo... see above. The Usuals! ----------- - Everyone who's supported my online projects. - Stix (Jason Buckley) for the years of support and the forum hosting. StixFX.com for all your forum hosting needs. - Rammy for being himself :p - Roody (Michael Baroody) for giving me so much support with RESitez.com - I don't know if the site would still be around without you. And for now letting me co-web REFan. - Pure Evil - For sticking with the site, even if I have to move once more. - Solidus - As usual... what to say. :p - CJayC for hosting my guides on GameFAQ's (as if I couldn't put this somewhere). - And finally, my forum members at New Blood who are an ever existing source of fun, information, and everything else. This guide is for you. Personal Websites: ------------------ Resident Evil: A New Blood www.new-blood.com RESitez.com www.resitez.com 2003 - RMc (mcgregorr@xtra.co.nz) ...the end... -----------------------------------------------------------------------------