Terranigma Strategy Guide - chapter II
Mar. 10th, 2007 06:37 pmrecovered from a Google cache.
I acquired that Blue album I spent talking with Amara about. And some Ghost.
But, anyway.

Let's go outside. The spear still heals you here. But I don't see any Crystal Blue, do you? There's that crystal stuff, but that's not it.

So, anyway, when we're done wandering aimlessly and looking at the drugged out underworld, we head into Tower 1. Make sure to equip your clothes, because otherwise, you're naked. And don't put the CrySpear into buh buh buhhhh... the unknoooOOOOOOooown, or you'll be stuck with waving your 'weapon' at the enemies. Nobody cares about that in Crysta. Or maybe not having his clothes equipped is the reason why everyone thinks he's a troublemaker. I mean, all he did was throw that vase and break it, but that's because there isn't a button that lets you hand it to her.

But, anyway, a face appears on the door and lets you in. Welcome... to DEATH.
Important Note: If you die here, Terranigma is not for you. May I suggest something at an easier difficulty level, such as Sesame Street ABC, or perhaps the rom hack of it, titled Ernie and the Muppets Take It All Off. Unlike this and Phantasy Star 3, that has actual nudity. Did I just write liek? Well, I need to fix that. Stuff like that has no place in my strategy guides.

But I thought they were just frozen. I guess the monsters are their souls or something.

You have to go outside here. Nice background, and, um, why is there a smiley face on the tower?

Let's go ask that guy! Anyway, you'll see this design scheme in the future.

I don't think he knows. I bet he was responsible for the vandalism, though. Let's get... oh. Well, kill those huballs.

Cool room. The door leads here, despite not being able to see it on the other side.

And this... this is Eurasia. Yeah, that's right. It looks like they hired the people who partitioned Africa and the Middle East to draw the continents.

And it snows there.

There are lots of Inca statues here. Again, you'll see a dungeon like this later on.

Another cool looking scene. It's obvious what you resurrect here, even if the continent picture itself makes it seem otherwise.

So, check out Tower 3. Except for those platforms, this place matches a later dungeon.

That thing likes to use an attack that makes you fall asleep and then sucks you in, sending you to the beginning of a dungeon. Rather annoying, but great if you want to overlevel. There's suppoedly a seal here that makes you immune to it, but I missed it, and it's really no big loss.

This Black Mage wannabe is a Cadet. Occasionally, it will do something called "Casts a Sexy Glance." I didn't see it, and if I did, there would be a screenshot of it.

Only one's real. But which one? It doesn't matter, just keep attacking until...

But isn't that South America? No. It's Africa. Who'd have thought?

Cool.

This temple doesn't have an analogue later in the game. I thought it was Africa, but then I remembered that the one with the sarcophagi was the tower with Africa. I guess it's because there's an unaccessable part of Africa with Cape Town and Kalahari, and an unused dungeon would therefore be found there.
When you get to the Guardian, he tells you to enjoy this and savor it.

The Fire Ring is useful. It was in this playthrough that I noticed the main flaw of rings. You can't aim the ones that shoot stuff, you just face downward upon coming out of the box, which is COMPLETELY USELESS on the next boss.

Yay!

That's North America. I bet you couldn't figure that out.

...yeah.
Anyway, if you try to go into the 5th and Final Tower, you will be kicked out by the Guardian.

Madame Fortune tells you that the lucky number is 4, despite meaning death. But you probably stumbled upon what you need. I know I did. But I still missed the seal that prevents Guardners from teleporting you back to the start. In fact, I didn't even know it existed until now.

Talk to Elle, then.

Nice grammar Elle. I'm sorry, it just bothers me even more now that it's officially DevoSpeak. And if this was a lesser game like Ghostbusters or Dr. Jekyll and Mr. Hyde, I'd probably open it up with HexEdit and replace some random data with BITE ME AND DIE.

However, Terranigma is a wonderful game despite a few flaws.

Come back later and she's still working on it.


Why does she refer to you in the third person?

But only when going into the 5th Tower. Once you get the Leaf Armor, you won't need it anymore.
The 5th Tower has the same design scheme as the 3rd Tower.

So I only took screenshots of the boss.

Once you destroyed its claws, it gets easier.

Yep.

The world, featuring badly drawn continents!

Don't leave without resurrecting Mu and Polynese, or you'll regret it!









Well, once you're ready, head here. The Elder will talk, and then...

Well, you'll see.

Let's go outside. The spear still heals you here. But I don't see any Crystal Blue, do you? There's that crystal stuff, but that's not it.

So, anyway, when we're done wandering aimlessly and looking at the drugged out underworld, we head into Tower 1. Make sure to equip your clothes, because otherwise, you're naked. And don't put the CrySpear into buh buh buhhhh... the unknoooOOOOOOooown, or you'll be stuck with waving your 'weapon' at the enemies. Nobody cares about that in Crysta. Or maybe not having his clothes equipped is the reason why everyone thinks he's a troublemaker. I mean, all he did was throw that vase and break it, but that's because there isn't a button that lets you hand it to her.

But, anyway, a face appears on the door and lets you in. Welcome... to DEATH.
Important Note: If you die here, Terranigma is not for you. May I suggest something at an easier difficulty level, such as Sesame Street ABC, or perhaps the rom hack of it, titled Ernie and the Muppets Take It All Off. Unlike this and Phantasy Star 3, that has actual nudity. Did I just write liek? Well, I need to fix that. Stuff like that has no place in my strategy guides.

But I thought they were just frozen. I guess the monsters are their souls or something.

You have to go outside here. Nice background, and, um, why is there a smiley face on the tower?

Let's go ask that guy! Anyway, you'll see this design scheme in the future.

I don't think he knows. I bet he was responsible for the vandalism, though. Let's get... oh. Well, kill those huballs.

Cool room. The door leads here, despite not being able to see it on the other side.

And this... this is Eurasia. Yeah, that's right. It looks like they hired the people who partitioned Africa and the Middle East to draw the continents.

And it snows there.

There are lots of Inca statues here. Again, you'll see a dungeon like this later on.

Another cool looking scene. It's obvious what you resurrect here, even if the continent picture itself makes it seem otherwise.

So, check out Tower 3. Except for those platforms, this place matches a later dungeon.

That thing likes to use an attack that makes you fall asleep and then sucks you in, sending you to the beginning of a dungeon. Rather annoying, but great if you want to overlevel. There's suppoedly a seal here that makes you immune to it, but I missed it, and it's really no big loss.

This Black Mage wannabe is a Cadet. Occasionally, it will do something called "Casts a Sexy Glance." I didn't see it, and if I did, there would be a screenshot of it.

Only one's real. But which one? It doesn't matter, just keep attacking until...

But isn't that South America? No. It's Africa. Who'd have thought?

Cool.

This temple doesn't have an analogue later in the game. I thought it was Africa, but then I remembered that the one with the sarcophagi was the tower with Africa. I guess it's because there's an unaccessable part of Africa with Cape Town and Kalahari, and an unused dungeon would therefore be found there.
When you get to the Guardian, he tells you to enjoy this and savor it.

The Fire Ring is useful. It was in this playthrough that I noticed the main flaw of rings. You can't aim the ones that shoot stuff, you just face downward upon coming out of the box, which is COMPLETELY USELESS on the next boss.

Yay!

That's North America. I bet you couldn't figure that out.

...yeah.
Anyway, if you try to go into the 5th and Final Tower, you will be kicked out by the Guardian.

Madame Fortune tells you that the lucky number is 4, despite meaning death. But you probably stumbled upon what you need. I know I did. But I still missed the seal that prevents Guardners from teleporting you back to the start. In fact, I didn't even know it existed until now.

Talk to Elle, then.

Nice grammar Elle. I'm sorry, it just bothers me even more now that it's officially DevoSpeak. And if this was a lesser game like Ghostbusters or Dr. Jekyll and Mr. Hyde, I'd probably open it up with HexEdit and replace some random data with BITE ME AND DIE.

However, Terranigma is a wonderful game despite a few flaws.

Come back later and she's still working on it.


Why does she refer to you in the third person?

But only when going into the 5th Tower. Once you get the Leaf Armor, you won't need it anymore.
The 5th Tower has the same design scheme as the 3rd Tower.

So I only took screenshots of the boss.

Once you destroyed its claws, it gets easier.

Yep.

The world, featuring badly drawn continents!

Don't leave without resurrecting Mu and Polynese, or you'll regret it!









Well, once you're ready, head here. The Elder will talk, and then...

Well, you'll see.