Approach the door and Moapa, and two of his Knights, will come out and ask you what you're doing. The reception won't be warm - walk back up to them, speak to Moapa, and use the Shaman's Rod. They recognise it. You're supposed to get the Hover Jade for this, but they won't hand it over on the grounds that you're not from Contigo. Oh dear. So, to get it, follow Moapa to the first test.
The stone may bring back memories, unpleasant as they are, from Air's Rock. And this one via block pushing. There we go, that's about half of the Western hemisphere. Like in the first game, the dramatic shift from endless padding to frantically rushing through unused areas happens extremely quickly, by which I mean we still have to endure a whole lot of useless padding but one of these days we can look forward to the plot suddenly being over without anyone being informed.
Welcome to Shaman Village, a village of shaman, where the gimmick is You know, things like the werewolves were stupid, but at least they were interestingly stupid. This is just dumb. I will, however, give them credit for having a hotel run by Wile E. Come to think of it, why am I complaining about a town where nobody says a word?
This is probably the best idea Camelot has ever had. Tundaria Tower to Izumo m. Gaia Rock to Alhafra Revisited n. Champa to Champa Revisited o. Sea of Time to Hesperia Settlement p. Shaman Village Cave to Contigo q. Jupiter Lighthouse r. Contigo Revisited to Gondowan Settlement s. Magma Rock t. Loho to Prox u. Mars Lighthouse and Ending v. Yampi Desert Cave w. Sea of Time Islet Cave x.
Treasure Isle y. Anemos Sanctum 4. Sound Test Listing 8. Forged Items Guide 9. RNG Guide Legal Information. You'll come to a 3-way fork at the first room; take the left fork and uncover some vines with Whirlwind. In the next room, just walk around the outer edge of this room and enter the next room ignore the round rocks and Mercury Djinni here for now. In the next room, push the pillar to the right to open a shortcut through the cave, then hop over the gap and go on to the exit.
Enter the town up ahead on the world map. They won't even talk to you! You'll have to use Mind Read to find that their chief, Moapa, has outlawed speaking to any outsiders except their longtime friends from Contigo, telling them that they can't be trusted. Enter the Inn and go down the lower floor. Go through the lower left door to outside. Now go up and hop over the creek.
Use Growth on the plant and climb up to the Spirit Gloves. Now go to the building next to the chest with the Gloves. As you try to enter, Chief Moapa himself and two guards comes out in front of you.
They stress the point that they don't like intruders and tell you to leave. He says that if you have something to say, you should say it fast. Walk up to him and when the menu appears, show him the Shaman's Rod. The Shaman's Rod represented a promise to take care of the Hover Jade, and they are charged to give the bearer of the Rod the stone. Moapa looks at each of you, puzzled, and says he won't give you the Hover Jade because you aren't Contigo.
Kraden asks if there is some way they can get the Rod, and one of the guards suggests the "test". This test is Trial Road, and only the giver of the Rod to the old chief could walk it. He then walks off and asks for you to follow him.
After you get your control back, follow Moapa and go through the next area. Sign up for free! What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.
User Info: Dragoncomet. User Info: LBoksha. I've seen some pretty strange questions, but this If you can't even find them, how are we supposed to know what place you're talking about? Did you read about it in a FAQ or something? I searched all of the FAQs but none of them mentioned any "shaman village catacombs". You try to run away. But there's no escape! The enemy tries to run away.
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