Septerra Core Legacy of the creator

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Added on May 14, 2010 by Jafaridzein Games > PC
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Septerra Core Legacy of the creator (Size: 649.77 MB)
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Description

SEPTERRA CORE


WALKTHROUGH




Part I: Shell 2



Watch the opening FMVs and dialog scenes. You'll start out on Shell 2::Oasis::Downtown::Uncle's House, talking with some kids and Maya's uncle. Talk to Uncle about all the stuff you can. Be sure to ask him about the bread. When you're done talking to him, go east and click on the fridge to receive a loaf of Bread. You can get Bread here any time there's none in your inventory. An easy yet time-consuming money-making trick is to sell this loaf, return for another, repeat. Like I said, time-consuming. A better way to earn money is to fight, so that way you also gain experience. Note the bed in the west corner of the house. You can rest and heal-up for free here any time.


When you're done in Uncle's House, head outside and explore the rest of Oasis's Downtown. Talk to people to get a feel for what's going on in town. Explore the shops to see what they carry. You don't have much money yet, so if you choose to buy anything, get an Engine from the Weapons Shop, and/or healing items from the Items Shop. When you're ready, head to the exit in the southeast. This will take you to the Oasis Map. Click the eastern portion of the screen when your cursor turns into a globe, and you'll find yourself on the Shell Map.


Head west, into the Badlands. Work your way through to the west, taking out all the Wulves as you go. On the other side you'll exit back to the Shell Map. Continue east to Azziz's Temple. Inside, go east and talk to Azziz. Surprise: Tori's not there. Ask him about everything. He gives a lot of background and other useful information. When you're done, he gives you a Water Fate Card and a Bread.


Go to Uncle's House and tell Uncle about Tori playing hooky. If you need to, use the bed to heal up, and hit the fridge for some bread. Time to go find Tori. Go back out to the Shell Map, and head south to the Pumping Station. After a brief dialog scene, you'll fight the three guards.




BOSS FIGHT

Enemies: 2 Guard Soldiers, 1 Guard Sargent

Reward: Heal Fate Card, Core Rune

Strategy: Easy fight. Normal attacks work fine. Use a Water attack if you like.



After the fight, exit back to the Shell Map, and go to Oasis Downtown. After the Mayor walks away, talk to the two Work Robots about the Mayor, and they'll let you through. Next, head up to Uncle's House. Tell him about what's going on, and he'll suggest Grubb can help you. As you leave the city, the Mayor will try to stop you, but his robots are on strike. Grubb's Workshop is located due south from Oasis. Talk to Grubb, and he and Runner will join your party.


Go back to Oasis, to the Junk Heap. On the ground in the west is a broken fighter. Click on it when the cursor turns into an eye. Click Grubb's head in the dialog interface, and he'll find a Turbo Engine for Maya. Equip this, then exit to the Shell Map. Head back to the Pumping Station. The only way to go is up a ramp. There's a big spinning fan blocking your way. Look at the box nearby, and Grubb will think about a way to overload the thing. There's useful stuff at Grubb's Workshop, right? So go back there and get the Generator from the floor. Now you need a way to hook the thing up to the breaker box. Return to the Pumping Station. Conveniently, there are some Conduits on the ground under the spinning fan. Activate the Key Items part of your interface section at the bottom of the screen. Click on the Conduits icon, then click on the Control Panel when the item gains a yellow outline. Grubb will attach the wires to the box. Then do the same thing with the Generator, and the fan will stop moving. Head up and through to the next area. (How did Tori get through here anyway?)


You now find yourself in the Desert Pipes. Wander through the area, fighting enemies and picking up items. You can find a box with a Potion, Smellsalts and a Heartstone. inside. The crabs that you encounter here (and in the rest of the game) will only take 1 or 2 HP damage per hit, so just use level 1 attacks against them, so you can attack more frequently. Exit to the Shell Map in the southeastern portion of the area.


You can go straight to Outlaw Canyon from here, but I'd recommend going first to the town of Galdon. Click on each of the first three Helgaks you come to in turn to get a Root from each one. Enter the Saloon further into town and talk to the rude bartender first. Then talk to the two bounty hunters with Grub, and you'll end up in a fight with them. When they're dead, rent a room from the bartender, then buy some healing items. If you can afford it, upgrade some of your equipment.


You should now be ready to go to Outlaw Canyon. Immediately upon entering, you're attacked by some bounty hunters. Go up to the upper level when you get the chance. Follow the path north and you'll find Tori. After the dialog scene, inspect the dead sargent's body to find a Core Rune and a Soul Stone. Remember that you saw a bird here: it's important later. Click on the Helgak to initiate an FMV, and you'll find yourself on Shell 3.




Part II: Shell 3



Next stop is Wind City. Your task is to warn the Holy Guard about the impending attack. Ask around town about the state of affairs. You can buy some stuff from the shops in the area if you like. Terry in the corner between the Sword shop and the Capitol Building will give you a Kyra's Tear if you talk to him with Grubb. You'll find the Cathedral locked, so instead go into the Capitol Building. Inside, you can talk to the Secretary for awhile, but she won't let you past her. Take the other branch and you'll be in the Library. Look at the globe of Septerra, but Grubb says he can't fix it. Go east and inspect the head of the statue. Interesting. Then go west from the globe. You can read "books," which give you some background on Septerra, much of which you've already heard. The monks in red robes won't talk to you, so find the brown-robed Abbot, and ask him about stuff.


You can't get into the Cathedral through the front door, but churches are often connected to graveards, right? Exit back to the Shell Map, and enter Mourn Graveyard. Take a look at your map, and you'll see there's nowhere else to exit to. Wander your way northwest and you'll see a statue in a wall. Look closer and your characters will notice it's missing its head. Remember that head back in the library? Think it'll fit? You bet. You'll need some acid, and something to keep the acid in, though. Go to SouthFarm. Talk to the townsfolk about their current plight. Buy an Acid Vial from one of the shops, as you'll need it later. In the north, talk to the old woman feeding her chickens, then have Grubb repair her CD player. She gives you 10 Bird Seeds in return. You'll find unique birds throughout your adventures. Sprinkle some seed on each one, and they'll help you out in the future (more on that when the time comes).


Return to Mourn Graveyard, and wander around until you find a glowing blob. Look at it, and you confront your first Zombie. Kill it. Examine the acidic puddle left behind, then use the Acid Vial on the pool of acidic blood to gather some of it up. Go northeast around a building, then east to find your first special bird. Use some Bird Seed on it, and it flies away. Check the nearby box for a Silver Clove. Go back to the Library now, and use the Acid Vial Full on the statue to recieve the Draxx Head.


Return to Mourn Graveyard, equip the Silver Clove and go southwest through the cemetery. You'll come to a headless statue. Use the Draxx Head you got earlier on it, and it will come alive and fight you.




BOSS FIGHT

Enemies: 1 Draxx, 4 Zombies

Reward: Earth Fate Card

Strategy: Like most RPGs, the undead are weak against items which normally heal you. So use potions and such on the creatures, and you'll dispatch them quickly.



After the fight, go through behind where the statue was and you'll be in the Catacombs. All the enemies in here are undead, but use your judgment with using healing items on them. Go east and hit the switch (Switch 1). Go through the door (Door 1) that just opened up (nice how the game shows you, huh?), and then up the nearby stairs. Exit to the Cathedral, and you'll be treated with a dialog scene. Corgan replaces Runner in your party. Time to flee from the bad guys. Try to leave the catacombs the way you came. Just before you can exit, you'll be confronted by a pair of henchmen.




BOSS FIGHT

Enemies: Duke, Araym

Reward: -

Strategy: Concentrate on taking out Duke first. Standard and Card attacks work well against them.



A dialog scene comes after the fight. Corgan opens the previously locked gate in the Mourn Graveyard, and you end up in Mourn Graveyard 2. You'll come to a gate in the northwest portion of the map. The switch to unlock it is southwest around a building. Open the box in the northeast for 3 Breads and a Core Rune.As you go through the gate, you have to fight Duke and Araym again. The battle is pretty much identical to the last one.


Continue on into the Frost Mountains. Layla will give you a Potion and a Core Relic, and Maya volunteers to help Corgan get some supplies. When you're done talking to Layla, rest up in one of the tents, then continue north, battling enemies along the way. The grey rhino at the end should give you a Cat's Paw. Equip that. Now that all the enemies are gone, consider going back to rest at the tent again. As long as you don't exit the area, the enemies will remain gone, and you can arrive in the next area fully healed. When you're ready, move to the northeast exit to go to the Shell Map.


Go west and enter Corgan's home town of Armstrong. You'll immediately go into a fight.




BOSS FIGHT

Enemies: Selina, 2 Chosen Soldiers

Reward: Barrier Fate Card

Strategy: Take out the two (weaker) soldiers first, then go after Selina. An Earth attack works well here.



After the fight, go north to a crossroad. The west path leads to a box which contains the Supply Cache, 2 Potions, a Core Relic, and a Root. The east path leads to the Armstrong graveyard, where you'll find a barrel with a Power Token. Exit town and return to the Frost Mountains. After a dialog scene, fight your way back down to Layla. Give her the Supply Cache. Exit south and work your way through the Mourn Graveyard to the Shell Map.


The next task is to get to Shell 5, and ask the nations of Jinam and Ankara for help against the Chosen. The Helgak Port is the obvious place to go, so head west across a bridge, and talk to the green-haired Clerk inside. You need a passport before you can board. A passport is printed material, and they have a lot of that in the Library, right? If you try to go directly to Wind City, you'll find you can't get in. The path through the Catacombs and Cathedral is also locked.


Instead, head to SouthFarm. Speak to the Chosen guards with Corgan to fight them. In town, go in the weapons shop in the southeast, and have Corgan speak to the man hanging out to the north of what looks like a carpet. They're old chums, and the guy will open up a tunnel to the Library in Wind City. Thankfully you don't have to battle your way through it, and you just get transported instantly.


Talk to the Abbot until he gives you a Passport. Exit back through the tunnel, through SouthFarm, and to the Shell Map. Go south to the Helgak Port. Inside, show your passport to the Clerk, and she'll let you board not only this time, but forever, too. After a dialog scene and a nice FMV, you find yourself on Shell 5.




Part III: Shell 5



Maya wakes up seperated from her friends in the town of Gregor, in Silverwood Terrace. Talk to Brad and Sonya, then search the dresser in the room with the bed to find Fast Shoes. Note that you can use this bed any time to rest and heal up. Equip the shoes and move outside. Go east and south a few yards and feed some Bird Seed to the second special bird. Talk to the townsfolk as you come to them. In the east on the lower level, inspect a broken machine to find a Metalcoat.


In the northwest-ish corner of town is a dark-haried man named Malcom. Ask him about Corgan, and he'll give you Corgan's Sword. Follow the fence south and west and talk to the Jinam soldiers. Continue southwest, and you'll see Corgan through the south end of the fence. Talk to him, and give him his sword back. Go back to the soldiers, and you'll end up fighting them, with Corgan's assistance. After the battle, look in the nearby crate for a Bread, a Root, and a Core Rune. Go to the shop and buy some new equipment. Ask Mary Kay, the chick in the white tank top to the south about Grubb, who will give you a hint on his location.


Exit Gregor on the west side of town, and head northeast to the Mesa Canyons. Make your way through the area, until you come to a big bridge. At one point it'll be broken, and you'll have to go around on the land to the west of it. On the land, walk northwest first, and open a barrel with a Fire Guard. Don't exit the area yet. Go southwest and around to the north side of the bridge, and you'll find the 3rd special bird (feed it some Bird Seed), and a barrel with a Kyra's Tear, a Potion, and 2 Core Relics. In the bottom of the third area, Ankara and Jinam Soldiers will ambush each other, with you in the middle. You can wait until half of them die, or finish them all off quickly. Now exit to the Shell Map, and head northeast into the Jinam Battleship.


Head southwest and hit a switch. This will open one of two doors that you need to get through. The second switch is to the north. Go through the two opened doors, and pick up Grubb. He found a Holo Message, but can't figure out how to play it. Head now to the Ankaran Base, which is southeast of the ship.


After a dialog scene where you're reunited with Runner, Check the barrel to the south for the Air Fate Card, 3 Roots, a Potion, a Core Rune, a Core Relic, and a SmellSalts. Use the Holo Message on the big round thing in the northeast of the area. A dialog scene takes place. Talk to the blond with pig-tails, and you'll find out she's the daughter of General Campbell. Led needs a part to get her ship working. It's probably back in the Jinam Battleship, but there's no way to get past that one locked door. Talk to Dave, the soldier who's wandering around here, and he'll give you the Jinam Dogtag.


Return to the Jinam Battleship, and go northeast to a locked door. Use the Jinam Dogtag on the device to open the door. All the enemies in here are robotic, so Grubb's Repair skill will actually do a lot of damage to them. Off the first room to the east, search a broken robot for a True Sight. Continue north to the next room, and flip the switch that opens a side door. Go through the door to a crossroads. To the west is a room where you can find a GearMuscle on a dead droid, and a computer that you can't use yet. The northeast path leads to a room where the Power Converter is. Grab it and return to Ankaran Base.


Give the Power Converter to Led, and she'll repair the Ankaran Flyer. Inspect the ship to trigger a dialog scene, and your departure. Soon after you take off, you crash (happens a lot in this game, doesn't it?) into Ankaran Capitol. Go west and talk to the guard outside with Led. She'll get you in, and a dialog scene ensues. You're informed that General Campbell is going to use a doomsday device, and you have to stop him. Doskias and his cronies discuss their plans. At the end of the scene, you get a Potion and a Core Relic.


You now find yourself in the Underground Passage. Walk down the long hall and exit. In the Subway Station, cross the tracks and exit to the southwest. Follow the passage to the dead end, where you'll find a barrel with a PsycheKnot. Return to the Subway Station exit to the east.


You're now on the Old Mountain Highway. If you try to exit to the south, Led won't let you. The only place to go is north. So exit that way to the Shell 5 Map, and enter the Ankaran Research Lab. After a dialog scene, Selina joins your team and takes yo

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Septerra Core Legacy of the creator