Level 6: Afralona
Return to the Galadona overworld and look for a small island with a cross pad on it just off the west coast of the mainland (see my screenshots for the correct location). I strongly recommend jumping into a nearby Galadonia dungeon entrance and immediately leaving to save your game before doing the next step. When you're ready, leap to the island and stand on the stone cross. Press the Y button to play the harp and if all goes well, you'll warp to a corresponding stone cross on the Afralona overworld. Unfortunately, there's a glitch in this game that sometimes causes the warp procedure to fail and strand Glendaal out in the middle of the ocean with no way to return to shore. If this happens, you'll have to reset your game and try again, hence why I suggested saving before activating the warp. I don't know exactly what causes the glitch, but the chances of it happening seem to increase if you get into an overworld battle before warping, so I suggest avoiding any trolls and werebats at all costs. Once you arrive in Afralona, start walking east until you find a dungeon entrance on the edge of the crescent-shaped eastern shore (see screenshots for correct location). Enter it. This will put you in Room 06-44. Fall down off the platform into the middle area of the room and exit SE. There's a Token (1) and a White Potion in Room 06-46. To get the Token, find the movable block. It's the one on top of the block second on the right from the NW entrance. You'll have to push it off the bottom block in such a way that when it lands on the floor, it's not flush against any of the bottom blocks, or else you won't be able to push it any farther. Start by pushing it NW a bit and then NE until it falls off. Now push it all the way up against the spikes and use it to easily leap to the Token. If you want the White Potion, too, you'll have to reset the room and use the same method, except push the block into the lower half of the room instead of the upper half. Exit NE when you are finished. In Room 06-47, jump to the ball, then to the platform, then to the next platform. Wait for the moving platform to come to you and carefully time your jump to land on it. Ride it across the room and leap off near the door. Exit NE. Kill the Spinning Devil in Room 06-48, then use the ball to leap over the spikes. From there, get on the middle platform in front of the Token (2), and leap up to it by bending your jump in midair over the spikes. NOTE: It is VERY difficult to leap the spikes to this Token, so I hope you have full life and magic meters to practice it. You have to bend your jump at the very height of it or else Glendaal won't clear the spikes. Once you've got the Token, the locked doors will open. Exit SE. Room 06-49 has a lot of Blue Ghosts in it. Kill them all for a Blue Apple and exit SE. Room 06-0D has a couple of White Ghosts and a Red Potion. Kill the ghosts (or just avoid them) and get the Red Potion if you need it. Then exit NE. In Room 06-0E, you will have to use the same technique you used in 06-48 to get the Token (3). Jump from the floor and bend your jump in midair to clear the spikes and land on the platform above. Try getting as close to the spikes as possible before leaping. The twist in this room is that the platform becomes invisible when you land on it, making it slightly harder to judge the distance of your jump to the next platform without falling off. Once you've got the Token in the back of the room, use the platforms to get over to the SE exit. I recommend trying to fall down off the platform to the door rather than jumping. Room 06-14 is an Entrance/Exit room. You can leave and save your game here if you want. If you do leave, take special note of where you're at on the overworld - you'll be on an island that is only accessible via this dungeon exit. It's not that important now, but will be later. When you're done, exit the room SE. Room 06-18 has a Blue Apple and a Blue Potion that tend to become invisible because of a graphic glitch. Get them if you need them, then use the jars to leap over the spikes and exit NE. (NOTE: The jars have a conveyor belt effect, so be careful not to slide off onto spikes.) In Room 06-18, use the jar to leap the spikes and kill the Green Ghost for a Token (4). Grab the token and the locked doors will open. Use the jar again to leap the spikes and exit NW. I could find nothing of significance in Room 06-15, so just exit SW. You'll be back in Room 06-14 with all the balls and the exit ladder, so now we need to backtrack a little. Go NW to 06-0E, then SW to 06-0D. This time, take the SE exit. You'll end up in Room 06-13 with a White Knight. Take note of the Blue Key in this room, but you can't get it right now. Kill or avoid the Knight and exit SE. When you leap on the ball in Room 06-17, it will start to move. When it gets near the row of spikes, leap over them into the lower half of the room. Take the NW exit in the lower half. Kill the Red Knight in Room 06-12 to get it out of your way. Ignore the Green Key for now and look for a weak spot in the NE wall just to the right of the broken pot. Push against it and you'll go through a hidden door. You're now back in Room 06-13, and you can finally get that Blue Key by leaping up the platforms to it. Exit SW back to 06-12, then exit NW. Use the balls to leap over the spike barriers in Room 06-0C. They disappear when you land on them, but it's no big deal. There are a couple of White Ghosts you can kill for a White Potion. Take the SE exit in the lower half of the room when you're done. Kill the Blue Knight in Room 06-11 to get it out of your way and do the same thing you did before in Room 06-12 - ignore the Red Key for now and exit through a hidden door in the NE wall. Now you can get that Green Key in Room 06-12 that you couldn't before. Exit SW back to 06-11, then exit SE. When you leap on the ball in Room 06-16, it will start to slide back and forth. Jump over the spikes when it gets close enough. There are three White Ghosts in this room that you can kill for a White Apple. Take the NW exit in the lower half of the room when you're done. You know the drill for Room 06-10. Kill the Green Knight to get him out of your way, ignore the White Key for now and exit NE through a hidden door. Go ahead and get that Red Key in 06-11 that you couldn't before and exit SW. Then exit NW. Kill the Spinning Devil in Room 06-0B, then leap up the jars on the right side of the room. There's a Token (5) in this room that you will need to leap to via the floating balls that disappear when you land on them. This is hard to explain in words, so just follow this series of screenshots. When you've got the Token, I recommend leaping back only two balls to the one pictured in the second screenshot above and then leaping straight SW. You should easily clear the spikes below from there. Exit the room SW. Jump on the ball in Room 06-0A and it will start moving. Get the Red Apple if you need it, and use the moving ball to get over the spikes to the lower half of the room. Exit SE. In Room 06-0F, start by killing the Red Ghost. Then move the block platform in the middle of the room up a bit, then start pushing it in a SE direction until it's up against the wall. Now you can easily use it to leap across the spikes and get the Save Spell. This spell will allow you to save almost anywhere and anytime in a dungeon (except when fighting a boss) and is very important to get since you won't be able to save at all in the next dungeon without it. When you've got the Save Spell, simply walk off the platform block it was sitting on and fall into that small floor area behind all the spikes. Turn around and walk NE into the wall and you'll go through a hidden door. And now you're back in Room 06-10 where you can finally get that White Key you passed up earlier. You need to do some backtracking now, but you can shortcut through these rooms since we're going in the opposite direction. Use the platform to leap across the spikes to the upper half of the room. Guess what? Now that you've got the keys, you can kill these knights for items and they stay gone for good once the items are picked up. Kill the Green Knight in Room 06-10 for a Green Apple, then exit NE through the hidden door. In Room 06-11, leap over the spikes via the platform and kill the Blue Knight for a Blue Potion. Exit NE through the hidden door. In Room 06-12, leap over the spikes via the platform and kill the Red Knight for a Red Apple. Exit NE through the hidden door. In Room 06-13, leap over the spikes via the platform and kill the White Knight for a White Potion. Exit NW to Room 06-0D. From there, go NW to 06-49, NW to 06-48, and SW to 06-47. In Room 06-47, you'll have to use the moving platform to get back to the lower half of the room, the same as you used it to get to the upper half earlier. The only thing is that you may be wondering what to do once you reach the platform at the end. Well, there's an invisible block just SW of it that only appears when you land on it. You just have to take a "leap of faith". Exit NW. Kill the Red and White Ghosts in Room 06-45 and you'll get a White Apple. Exit SW. You're back in Room 06-44. Use the platforms to get across the spikes and I highly recommend leaving and saving at this point. Return and exit SW when you're ready. Room 06-43 has a Blue Apple and a Blue Potion. Get them if you need them, then get close to the spikes and leap over them to the platform near the door. Exit NW. Kill the Red Knight in Room 06-3D to get a Red Potion. Wait for the gate to rise and walk past it and keep going into the wall, between the two spiked platforms. You'll go through a hidden NE door. Kill the two White Knights in Room 06-4A and the locked door will open. Exit NW. Kill the Spinning Devil in Room 06-3E and the locked doors will open. Exit NW. Kill the four Red Ghosts in Room 06-3A and then grab the Red Potion. The locked doors will open. Exit NW. Kill all the Knights in Room 06-37 and the locked doors will open. Exit NW. You will see the Scimitar weapon in Room 06-34, but if you try to get it, something invisible will block your way. Instead, start by jumping on the platform to the left of the entrance door and them jump up at the stacked ball. You will dislodge it with your feet. Don't push it too far, though! Instead, go around the other side and start pushing it NE. For some reason, this ball will not move this way until you dislodge it with your feet first. Once you've got it moving, push it all the way up against the stacked balls on the other side. Then use it to leap to the top ball. After standing on it for a second, it will start to move. When you get near the Scimitar, leap to it and you will probably land on one of the invisble balls that was previously blocking you. Get the Scimitar and now you'll need to backtrack all the way to Room 06-3D. I'm not going to give instructions for that because you can only go in one direction in these rooms until you get to it. Once you've reached 06-3D (the room with the moving gate), exit NW. Kill the Red Knight in Room 06-39 for a Red Apple, then exit NW. There's a Green Knight high up on a stack of balls in Room 06-36. Use the Damage Spell to kill it and a Token (6) will pop out of him. The balls have a conveyor effect applied to them, so it will fall to the floor where you can easily collect it. Exit NW when you're done. If you need the Red Apple and/or the Red Potion in Room 06-33, simply wait on the platform in the north corner of the room and it will start to rise up to where you can easily jump to them. When finished, exit NW. You might notice a ladder drop down in Room 06-2E, but this room can only be used as an entrance. There's no way to get to the row of platforms from the floor. Instead, just exit NW. If you want to make the Red Knights in Room 06-2D disappear for good, kill them all, then slide the movable ball to the row of spikes in the far NE corner of the room. Use the ball to jump over the spikes and get the Red Potion. Once it's collected, the Knights will never return. Exit SW when you're done. Room 06-2C is a little tricky, but maybe not quite as hard as it might seem at first. Leap to the top moving ball that's going in a North-South direction from the floor when it's as close to you as possible. Now, as it moves down, you'll have to jump to the lower North-South ball (I just ignore the middle Left-Right moving ball). If timed correctly, you'll land on the lower moving ball and from there you can just jump to the floor when it's close to it. Exit SW. In Room 06-2B, start by getting on the block in the corner and it will begin moving back and forth. Time your jump from that moving block to the block that's traveling along the bed of spikes. Once you've made a successful leap to that block, it is easy enough to leap to the ball with the Token (7). Jump down (over the spikes) and exit SW. I would suggest equipping the Twin Knife for Room 06-2A. As soon as you enter it, you'll be surrounded by Blue Ghosts. The knife that comes out of your back when using the Twin Knife will easily take care of the one that's coming up behind you. Kill them all for a Blue Potion and exit SW. In Room 06-29, start by pushing the ball off the stack in the lower half of the room. Then push it NW, so it goes up against the spikes, about halfway between the spikes and spiked platforms on each side. Go to the upper half of the room and push the stacked balls, both of them together, in a NW direction until they're up against the spikes in the back. It will take a few seconds of pushing the bottom ball for them to move, but they will. Jump up and continue pushing the top ball off of the bottom ball. Push the top ball just far enough so that it starts rolling along the bed of spikes. When you go back to the other side, you should find it rested on the ball you pushed earlier. From there, adjust its position as needed to use it to get to the Token (8). Exit SW when you are finished. All you have to do in Room 06-28 is kill the White Ghost and the locked door will open. Exit SE. In Room 06-1A, you will need to leap up a series of platforms to make it across the spikes to the other side. This is pretty easy to do. You can even collect a Green Apple along the way. When you get to the platform with the spikes next to it, simply face SW and drop down onto a ball. Exit SE through the White Door. Kill the Red Spinning Devil in Room 06-1E to get a Red Potion. Exit SE. Room 06-22 has a ladder to the overworld. Exit and save your game if you'd like. Come back and go SW when you're ready. To get the White Key in Room 06-21, push the single ball up so that it's adjacent to the stacked balls. Then push the top ball from the stack over onto the single ball. Push the stack of balls you just created all the way down to the spikes near the White Key. Push the top ball off the bottom ball so that it falls down onto the spikes. Now you can use it to get the key and get back over the spikes. Exit NW when you're done. Kill the two Red Knights in Room 06-1D, then push the ball over to the spikes in either corner of the room. Jump from the ball to the lowest platform, then jump up the "stairs" to the Red Key. Just be careful of a conveyor effect on some of the platforms. Exit and go back two rooms to 06-22 (the Entrance/Exit room). From there, exit SE. In Room 06-26, push the center ball so that it goes up against the stacked balls in the eastern corner. Use the ball to jump to the top of the stack. The top ball will start moving across the sceen. Use it to jump to the Green Key. Also get the Green Potion if you need it, then exit SW. The Token (9) in Room 06-25 is headscratching easy to get. It's another room where the perspective tries to trick you, but it's not difficult to figure out, and there are no dangers. There's also a Green Apple and Green Potion you can get in here if you need them, too. When you're done, exit NE back to Room 06-26, and from there go NE again. Use the platforms in Room 06-27 to get across the spikes. Kill the two Red Knights and then retrieve the Blue Key from the jar in the corner. Yeah, that's all there really is to it. Weird. Exit SW back to 06-25, then NW to 06-22 (the Entrance/Exit room). From that room, go NE. If you want, you can kill the Blue Knight on the top platform in Room 06-23 for a Blue Apple. Otherwise, just go NW. Kill the White Ghost in Room 06-1F before it hits you and then jump to the ball that's rolling along the spikes. From there, jump to get the Token (10). This ball disappears when you land on it, so be careful when you jump back down. Exit NE through the Green Door. Kill the White Ghost in Room 06-20. There are two ways to do this. You can either use your Zap spell, or if you don't want to waste magic, push the northern block out onto the spikes so that it slides out of your way. Then attack the ghost from the other side of the floor platform. When he's gone, grab the Green Apple and the locked door will open. Exit NW. Room 06-1C has a Blue Key, Red Key, Green Key, and White Key. Simply use the jars to leap over to them and get them all. You'll have to leave this room by jumping over the spikes in the SW part of the room and taking the SW exit. You can kill the White Ghost and then grab the Green Potion in Room 06-1B to open the locked door, but it's not necessary. Just exit SE through the Red Door and you'll end up back in Room 06-1F. From there, go SE again to Room 06-23, and then NE through the Blue Door. There are four White Knights in Room 06-24. Kill them all for a Blue Apple and exit NE. Kill the Red and White Ghosts in Room 06-40. (Hint: You can safely stand between the spikes to attack them, as seen in my left screenshot.) You'll notice a Token (11) floating high up near the ceiling (actually resting on a ball that only becomes visible when you stand on it.) Jump on the ball directly below it and wait a few moments. The ball will soon rise up and you easily leap to the Token from there. Exit NE. Kill the White Ghost in Room 06-41. There's a White Potion hidden in the upper corner of this room (I've peeled away the background layer in my righthand screenshot so you can see where it is.) Grab that potion to open the locked doors. Exit NE. You will need to use the platforms and balls to get across the spikes in Room 06-42. Use the straddling method to ensure that you land on a safe surface. Exit NE. This puts you back in Room 06-43. If you followed this guide, then you were here once before. Exit NE again to Room 06-44. Exit the dungeon and save your game if you want, then return here and go NW. Room 06-3F is another "crazy perspective" room, but the only thing of significance is the Red Apple. Exit NW. Kill the Red Ghost in Room 06-3B. You'll notice the last Token (12) trapped amongst some balls. Stand on the ball that's above it for a few moments and the ball will eventually rise up, allowing you to easily take the token out from underneath. Exit NW. Kill the White Ghost in Room 06-38 for a Blue Potion and exit SW. Kill the two Red Ghosts in Room 06-35 for a Blue Apple. Stand between the two sets of spikes, facing into the dark area and walk NE through a hidden door. Room 06-32 has a whole bunch of potions and apples of different colors, and you're pretty much forced to collect all of them as you have to jump across the stacks of balls to make it over the spikes. Exit NW. When you come out into Room 06-00, you'll want to jump over the balls and exit NE through the White Door. Kill all the Knights in Room 06-01 and you'll get a Blue Apple. Exit NE through the White Door. A ball will drop down from the ceiling in Room 06-02, which you can use to get the Blue Potion (if you need it). Otherwise, just push it against the spikes and use it to leap over them. Then push the other ball out of the way of the Red Door and go NE through it. There's a row of invisible balls you can walk along in Room 06-03. Kill the Red Knight at the end for a Red Potion and exit NE through the Red Door. If you want the Red Apple in Room 06-04, move the balls (jump up and push against the second one from the bottom) and the apple will fall on your head. Exit NE through the Green Door. Kill the White Ghosts in Room 06-05 for a White Potion. Exit NE through the Green Door. Kill the White Knights in Room 06-06 for a White Apple. Exit NE through the Blue Door. Kill the White Ghosts in Room 06-07 for a White Potion. Exit NE through the Blue Door. Kill the White Knights in Room 06-08 for a White Apple. Grab the apple to open the locked door and exit NE through it. Are you ready for the easiest boss in the game yet? Eyesis, the small pyramid within Room 06-09, has an eye at the top that is its weak spot. Simply jump up and shoot the Scimitar at the eye. Eyesis will eventually spin around the room, but guess what? There isn't a damn thing he can do to you if you stand in either of the bottom two corners. Not a thing. Ever. He also rolls rocks like Sung Sung did, but they're actually easier to avoid here since he always sends them in the same directions. So just keep hitting him and then ducking into the corners when he moves and eventually he'll catch fire at the top and disappear. Fight a Troll with your Scimitar on the Afralona overworld after you're done with Eyesis to get a life meter increase. Be very patient because Afralona Trolls take a LOT of hits to beat. Note: Make sure you have everything you want from these first six dungeons before moving onto the next phase of the game! You will not be able to return once you enter the next dungeon! You have been warned!
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