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	<title>Gamexperts &#187; Playstation Walkthroughs</title>
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		<title>Digimon World 2 Cheats</title>
		<link>http://www.gamexperts.com/playstation/digimon-world-2-cheats.php</link>
		<comments>http://www.gamexperts.com/playstation/digimon-world-2-cheats.php#comments</comments>
		<pubDate>Fri, 16 Aug 2002 16:50:43 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[anime]]></category>
		<category><![CDATA[digimon world 2]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=460</guid>
		<description><![CDATA[Trading
During the game you will be able to trade one Digimon for another. The digimon you get is usually better than the one you trade.
Trade: ToyAgumon
Receive: SnowAgumon
Trade: Crabmon
Receive: Wizardmon
Trade: Numemon
Receive: Megadramon
Trade: Garurumon
Receive: MangaAngemon
Trade: Nise Drimogemon
Receive: Metal Mamemon
Trade: Dark Tyrannomon
Receive: Myotismon
Get DP DNA Digivolve With Another Digimon
To get Devimon, you DNA digivolve icedevimon 3 times with [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Trading</strong><br />
During the game you will be able to trade one Digimon for another. The digimon you get is usually better than the one you trade.</p>
<p>Trade: ToyAgumon<br />
Receive: SnowAgumon</p>
<p>Trade: Crabmon<br />
Receive: Wizardmon</p>
<p>Trade: Numemon<br />
Receive: Megadramon</p>
<p>Trade: Garurumon<br />
Receive: MangaAngemon</p>
<p>Trade: Nise Drimogemon<br />
Receive: Metal Mamemon</p>
<p>Trade: Dark Tyrannomon<br />
Receive: Myotismon</p>
<p><strong>Get DP DNA Digivolve With Another Digimon</strong><br />
To get Devimon, you DNA digivolve icedevimon 3 times with another digimon. To get Angemon you DNA digivolve patamon in his champions 8 times he will first be Ninjamon then Starmon then Wizardmon and finally Angemon. For Gatomon you DNA digivolve Leomon with Orgemon three times then digivolve Toyagumon to Gatomon.</p>
<p><strong>How to get Metal Trannomon</strong><br />
First get a Betamon with 6 DP to get Tuskmon at level 11. Then get him to ultimate at level 21 to get Metal Trannomon. Levels of digivolving- 11 champion, 21 ultimate, 31 mega.</p>
<p><strong>How to get Metalgreymon</strong><br />
Go to bios domain &amp; you will see Metalgreymon, he will run away. You will see him again on the boss floor if you go left instead of right. Use the Toy Plane you received earlier. Make sure you have at least one, or two champion digimon because he is at EL 21.</p>
<p><strong>How to Get Wargreymon</strong><br />
When you get megadramon at digimon center and metalgrey at BIOS domain get them to level 27 and Dna digivole them to Greymon then metalgreymon then wargreymon. It will have a maxium level of 33.</p>
<p><strong>Omnimon and Baiuhmon and Kimeramon</strong><br />
To get omnimon dna digivole 20 times to get 20 Dp or pass the game and get him in Tera Domain. Bauihmon get two digimon to get gotsumon 20 times For 20 DP. Kimeramon he&#8217;s in trea domain a data type. He Appears randomly 1 out of 666 of a chance.</p>
<p><strong>Alternate Ending Seqeunce</strong><br />
View the opening sequence twice to see Blackwargreymon instead of Wargreymon in the animation at the beginning of the game. Note: This does not unlock him during the game.</p>
<p><strong>Buy All Items to Catch Digimon</strong><br />
Once you get the generator parts in the first room in the dome, talk the man on the top right. He will sell all the items that you can buy when you join a club.</p>
<p><strong>Alternate opening sequence </strong><br />
View the opening sequence twice to see Blackwargreymon instead of Wargreymon in the animation at the beginning of the game. Note: This does not unlock him during the game.</p>
<p><strong>Buy all items to catch Digimons </strong><br />
Once you get the generator parts in the first room in the dome, talk the man on the top right. He will sell all the items that you can buy when you join a club.</p>
<p><strong>Level up quicker </strong><br />
Do not run away from battles and you will earn experience points. Also, fight stronger Digimons for more experience points. After you defeat Leomon in the first dungeon, you can return and fight a level 5 Gazimon and a level 5 Gizamon. After defeating these, you gain 39 experience points and 260 bits. Note: Only use this trick when you have at least one or two champion Digimon, as they are quite difficult to defeat.</p>
<p><strong>Digivolution points </strong><br />
Digivolution Points determine what Digimon you will get when you digivolve in the future. The only way to get DP is through DP Up item or the old fashion DNA Digivolution. DNA Digivolving is better and makes your Digimon stronger.</p>
<p><strong>Digivolving </strong><br />
All Digimon digivolve at 11, 21, 31.</p>
<p><strong>DNA Digvolving </strong></p>
<ul> 2 Champions = Rookie<br />
2 Ultimates = Champion<br />
2 Megas = Ultimate<br />
Champion + Ultimate = Rookie<br />
Champion + Mega = Rookie<br />
Ultmate + Mega = Champion</ul>
<p>The DNA digivolved Digimon&#8217;s form is always one below the lowest Digimon form in the pair of the two Digimon.</p>
<p><strong>DNA Digivolving Formula </strong><br />
There is a formula to figuring out the maximum level of your Digimon when you DNA Digivolve:</p>
<ul> X = Larger level of two Digimon<br />
Y = Lower level of two Digimon<br />
Maximum level = X + Y/5</ul>
]]></content:encoded>
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		<item>
		<title>MediEvil Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/medievil-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/medievil-walkthrough.php#comments</comments>
		<pubDate>Thu, 07 Mar 2002 15:32:24 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[medievil]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=80</guid>
		<description><![CDATA[Compiled by Iain and Ann Noble (71154.3234@compuserve.com) with help from Micah (zeade@stanford.edu)
General points:
Kill all the enemies you find. Talk to the gargoyles for information. Not all the minor pickup items are mentioned, so keep your eyes open.
Dan&#8217;s Crypt:
Introducing our Hero &#8211; the luckless, and dead, Sir Dan. Don&#8217;t be put off by his appearance cos [...]]]></description>
			<content:encoded><![CDATA[<p>Compiled by Iain and Ann Noble (71154.3234@compuserve.com) with help from Micah (zeade@stanford.edu)</p>
<p><strong>General points</strong>:<br />
Kill all the enemies you find. Talk to the gargoyles for information. Not all the minor pickup items are mentioned, so keep your eyes open.</p>
<p><strong>Dan&#8217;s Crypt</strong>:<br />
Introducing our Hero &#8211; the luckless, and dead, Sir Dan. Don&#8217;t be put off by his appearance cos by the end of the game you will be really fond of him. Explore, pick up clues from the books and collect the small sword, throwing daggers and the life bottle. Go down the left corridor for the Star Rune which you need for the hand gate. Pop over the stream and open the chest for a copper shield and get the coins. Note the cracked wall which you will be able to smash later, then go back to the gate and head up the stairs.</p>
<p><strong>The Graveyard</strong>:<br />
Wend your way along the path, killing your first enemies, the zombies. Collect the Earth Rune on the right and use it to open the gate further along the path. Despatch more zombies, get the Chaos Rune and coins, then head back through the gate. Go up the steps to open the Chaos Rune doors and head towards the angel statue. Hitting the statue once will open the gates on the right for the Chalice but you won&#8217;t have enough yet to collect it so continue down the path, past the Skull Gate, until you&#8217;re told that the Chalice is available. Go back and collect it. Hit the angel twice to open the gates on the other side and get a Life Bottle. Drop down the other side and head towards the health fountain. Splash through the water and get open the chest for a copper shield. Walk over the bridge to avoid drowning in the deep water and make your first visit to the Hall of Heroes. Ignore the sounds of merrymaking from upstairs, as you can&#8217;t get up there yet, and find your first old friend. (Crossbow). Exit.</p>
<p><strong>Cemetery Hill</strong>:<br />
Head left to hit the skull chest (surprise). Then head up towards the pesky boulders &#8211; your first major challenge in keeping our hero alive. Dodge and/or jump them and go up the first steps for a chest with a copper shield. Drop into the compound and then get the club from the chest. Use it to smash one of the rocks (remember it is limited use) in the doorway and then go forward (past the start) through the opposite doorway. Use the club to smash to rock and enter the cave. Bit of nifty footwork coming up &#8211; kill enemies, then put the club in the fire outside in order to light it. Rush back in, up the stairs and slam the club into the fire to light it. Quickly switch weapons and kill the released zombies. Collect all the goodies, most importantly the Chalice and the Witch Talisman. Go back outside and then up the path past the boulders (ignore the items for now). At the top, get the coins and heal if necessary. Before you exit, go back down the path and pick up the items. Hall of Heroes &#8211; Life Bottle.</p>
<p><strong>The Hilltop Mausoleum</strong>:<br />
Walk along the aisle and kill the imps. Get the club from the chest at the far end (not easy to see), use it to smash the coffins and jump into them. Do the one at the upper right last as you will drop down into a tunnel. Smash through the glass and kill imps (don&#8217;t get too close to them as they steal and you may find yourself without a weapon in your hand). Then break the left red window, smash the spikes (don&#8217;t get too close) and go down the slope. When you collect the Earth Rune the floor will start to collapse so rush back into the centre area as fast as possible. Now break the purple glass and head up to open the Earth Rune gate. Drop in, kill the imps, collect the coins and then go up the stairs. More imps and a fountain. Go right to get the Moon Rune and then right again for the Chaos Rune. Ignore the organist for the moment. Return left and jump down the smashed coffin again. This time break the right red glass, smash the spikes and open the Moon Rune gate. Spikes again, grab the sheet music. Collapsing floor so return to the centre again. Go back to the organist and stand in front of the organ to give him the sheet music. The new tune will reveal the Chalice. Return left, through the room and down the stairs to open the Chaos Rune gate. Push the block along the path until it gets to the heart. (Note: if you do this before you give the sheet music to the organist, you won&#8217;t get the Chalice). Go back up the stairs to the large stained glas window which turns into your first boss &#8211; the Stained Glass Master. His only vulnerable part is the heart, so avoid his attacks and then use the crossbow on the beating heart. After you defeat him, collect the Skull Key. Hall of Heroes &#8211; Hammer. After you get this go back to Dan&#8217;s crypt and smash the wall to get the Life Bottle, and regenerating chests of coins.</p>
<p><strong>Return to the Graveyard</strong>:<br />
On the world map go south and then southeast to this area. RUN over the bridge (otherwise it disappears beneath your feet) and follow the path to collect goodies. Up the stone steps, turn left at the pillar and creep along the grass ledge to get to the fountain, drop down to the path and then open the gate using the Skull Key. New enemies &#8211; wolves. Follow the path to the gate, go to the right for coins and then up the slope opposite the bridge for the Star Rune. Go back to the front of the gate to open it and head down the tunnel. Go along the passage to the right of the Chalice (jump up at the end) for items and a merchant gargoyle (on the lower ledge), then push the block along the the ledge and into the water. Jump, don&#8217;t drop, onto the block and return to the Star Rune gate. Down the tunnel again, head left along the passage, and then collect the Chalice &#8211; you should have killed enough enemies by now. Go back into the left passage, jump up at the end and push the block into the water. Jump down to it and use the healing fountain as you have a boss battle upcoming. The main tactic against the Graveyard Guardians is defense. Then when they appear in front of you, hit them. When the gates open, exit. Hall of Heroes &#8211; chests of coins.</p>
<p>At this point there is a choice of destinations: Enchanted Earth or Scarecrow Fields. They&#8217;re both equally tricksy so just take your pick but you will get the broad sword after the Enchanted Earth which should make the Scarecrow Fields a bit easier.</p>
<p><strong>Enchanted Earth: Ant Caves</strong>:<br />
Kill the frogs from a distance, turn left and destroy the plants by the witch&#8217;s cauldron. Use the witch talisman to summon the witch and she will give you a quest. Accept and she will send you into the ant&#8217;s nest. Head down the slope, then right, breaking the glass to free the firefly who will ask you to release the other fireflies. Head back and right at the fork. Get the club from the chest and go to the portal. The firefly will open it for you. Enter, go down and then left. Unfortunately you&#8217;re on your own now cos we can&#8217;t remember how we got to the Queen Ant. Just explore, killing ants and larvae, collecting amber and freeing fireflies. The patterns on the floors of the open chambers should help you to navigate but you can&#8217;t get out until you kill the Queen Ant. When you&#8217;ve collected the amber and freed all the fireflies, break the glass in the central chamber and get into one of the more difficult boss battles. Destroy the soldier ants with the hammer and then shoot the queen with the crossbow. When she&#8217;s dead, exit through the passage where her head was and you will return to the witch&#8217;s cauldron. She will reward you with the chicken drumsticks; hold onto them as you will need them much later in the game and they are not renewable. If you rescued all the fireflies, you will go to the Hall of Heroes &#8211; Broad Sword.</p>
<p><strong>Scarecrow Fields</strong>:<br />
Kill scarecrows, including the spinning ones which are very destructive, for your Chalice count. Go forwards to the pen and move the cart from the right side to get into the area with items and a merchant gargoyle. Back up the path and go through the left gap towards the windmill. Take out the mechanical giant by first shooting his head, and then shoot the man in his back who&#8217;s controlling him. Pick up the Moon Rune that the giant leaves behind. Head round to the Moon Rune gate, go through and pick up the club and the Earth Rune. Go back up by the windmill and through the Earth Rune gate. Avoid the windmill blades and use the healing fountain; you&#8217;ll probably need it. Avoid the scarecrows and pick up the silver shield from the chest. Go on and defeat another mechanical giant to get the Chaos Rune and open the gate. Get rid of the 2 scarecrows and read the book by the barn. Go left round the back of the building and hit the skull chest. The serpent will get rid of the spinning scarecrows for you, although they are credited to your enemy count. Explore the paths in the fields for items; don&#8217;t go into the corn or it will burn you up. Head up to the other windmill and dash through it under the broken blade. Now you have to make your way through all the machinery &#8211; watch each one carefully and work out your tactics before you go in. In the fifth one take the path at the top and collect the Harvester Cog. Of course you have to get all the way back, past the windmill and to the barn. In the barn push the bale to the left so you can get onto the ledge at the back, walk round and flick the switch to lower the harvester. Use the Cog and then follow the harvester&#8217;s path to the Chalice. If you haven&#8217;t killed enough enemies, go and kill some more. After collecting the Chalice, make your way back through all the machinery circles and take the exit on the right of the final one. Hall of Heroes &#8211; chests of coins.</p>
<p><strong>Another choice of destinations here</strong>:</p>
<p><strong>Pumpkin Gorge</strong>:<br />
Follow the path a short way and then head into the tunnel on the right by the branches. Slash at the roots/tentacles above and follow the path down to get the Moon Rune. Then go up the tunnel to return to the path outside. Smash the rocks and go along the path to a clearing. Open the Moon Rune door and run clockwise round the wheel to raise it sufficiently to get the Chaos Rune. Go through the Chaos Rune gates and continue round to the first door which will open. Jump up via the rising and falling mushrooms to reach the right stony path. Follow it to find the Earth Rune and then exit through the door. Head left to open the Earth Rune door and make your way up the spiral ramp. Defeat the pumpkin man at the top to get the Star Rune. Smash the boulder to exit. Now make your way back to the mushrooms and this time jump to the dirt path at the top to enter the Star Rune gates. The Time Rune will be on top of a trunk, so destroy the tentacles to lower the trunk and grab the rune. Open the Time Gates and head left, collecting items and killing enemies. When you have enough for the Chalice, make your way back to the path you first started on. Go into the right hand tunnel again and smash the wall next to the merchant gargoyle. This will reveal another tunnel leading to the Chalice. Then go all the way back again to the Time Rune gates and head left to the fork. Go left and up on the mushroom to the exit. Hall of Heroes (upstairs) &#8211; Spear.</p>
<p><strong>The Pumpkin Serpent</strong>:<br />
Make your way left to the witch&#8217;s cauldron and talk to the witch. You have to destroy 9 of the pods to wake the serpent so: 1. by the right house, 2. by the arch, 3. go through the arch and take the first path left, 4. back to the main path, by the tentacles, 5. right along the next offshoot, 6 and 7. around the Pumpkin Serpent, 8 and 9. past the Pumpkin Serpent (all this time you will be fighting pumpkin men). Now the Serpent has woken up go and fight it. Hit the skull chests to cause explosions and use your Spear from a distance. Then kill enough pumpkin men to get the Chalice. Go back to the witch and receive the first Dragon Gem. Then jump down the well and go up the tunnel to collect the Chalice. Follow the tunnel to get outside and go past the serpent to find the exit. Hall of Heroes (upstairs) &#8211; Longbow.</p>
<p><strong>The Sleeping Village</strong>:<br />
DON&#8217;T KILL THE VILLAGERS however annoying they are cos it puts your Chalice count down. Anyone you meet before the first guards appear will be a villager. Walk down the central street to the fountain &#8211; the Chaos Rune is on top of it. Head into the left house and avoid the woman while grabbing the Moon rune. Exit and head into the house ahead to find the Moon Rune gate. Before going through it, push a barrel onto the switch to open the hatch behind the fence. Go through the gate and down the hatch to get the club, then exit right to find the Earth Rune gate. Go upstairs and use the hammer to open the cage with the Earth Rune, and then return downstairs and go through the gate. Flick the switch there and return upstairs where the pedestal has been lowered. Grab the Landlord&#8217;s Bust. Then downstairs, left, upstairs and back outside. Now the guards appear so you can go on a killing spree, remembering not to kill the villagers. Then go down the steps by the water (near the Moon Rune gate house) and flick the switch to change the water level in the fountain. Go and get the Chaos Rune. Use it to open the library. Read the various books (dodging the annoying villager) and then hammer through the middle bookcase to find the Crucifix Cast. Exit the library and go to the smithy. Put the Crucifix Cast in the hot forge, then the Landlord&#8217;s Bust and jump up and down on the bellows (just to the left of the forge) to heat it up. Eventually the gold Crucufix will appear. Collect it and return to the church. Use the Crucifix at the back of the church to open a secret panel. Get the Safe Key and go to the garden with the pool to go through the newly opened gate. Jump up onto the roofs and drop down the chimney of the main house. Use the Safe Key to open the blue safe and get the Shadow Artefact. Flick the switch to open the gates to the fortress, then exit the garden and head right. After disposing of the four guards, you should have enough points to collect the Chalice so go back to the garden. Hall of Heroes (upstairs) &#8211; Gold Shield.</p>
<p><strong>The Asylum Grounds</strong>:<br />
Four puzzles to solve here as well as fighting enemies. Head right through the gate and then right at the crossroads to talk to Jack of the Green. The answer to the first riddle is stars. Return to the crossroads and go left to hit the first star by the Chaos Rune gate, then go over the crossroads to hit the second star. Back at the crossroads, turn right to enter the maze. Head right to find the third star. Return past the maze entrance (not through it), then left at the next junction for the fourth star. Exit and go down the steps for the last star. Return to Jack for the next riddle. Go back into the maze, head left and then left above the steps. Follow the path to find the five sad masks. You have to hit them to alter their positions but they affect one another. So get them all one turn from happy, then quickly hit the top right, bottom left, top left, bottom right, top to make the clown laugh. (This may be the most challenging/irritating puzzle in the whole game). Go back to Jack to hear the next riddle, then back to the maze, left and through the right gap before the steps. Get the Chaos Rune and take it back to the gate near the start. Use it and then head over the crossroads to the opened gates. Follow the path to reach the elephant. Then go back to the gate and get the white mouse to follow you, avoiding the grey cats, to the elephant in order to frighten it. Back to Jack for the final riddle, then back to the elephant and the smashed wall behind it. Drop down the hole and then exit the room. Push the three blocks next to the stained glass windows. Go back into the room and stand in the light to be raised out of the maze. Return to Jack and then to the elephant for the Chalice. Enter the maze there and turn right at the junction, shooting the hedge man. Hit the chess pieces to move them onto their coloured squares. The exit appears in the centre of the board, so drop down it. Hall of Heroes (upstairs) &#8211; Flaming Longbow.</p>
<p><strong>Inside the Asylum</strong>:<br />
You will probably die here more than anywhere else in the game if our experience is anything to go by. (Try using the chicken drumsticks on groups of enemies). Kill all the zombies to open the hatch and then drop down it. Kill more zombies (use broad sword and power move), while avoiding bombs, to open the exit door. Kill the zombies, then the tougher large ones. Drop down the hatch. Destroy the madmen in straitjackets, heal, buy ammo and get your sword enchanted. Exit. Jump right over the lava stream and hit the skull chest, but jump back across the lava to avoid being knocked into it. Exit through the right gold door and collect the Chalice and the Earth Rune. Free the Mayor and get the second Dragon Gem. Heal up and exit. Hall of Heroes (upstairs) &#8211; Axe.</p>
<p><strong>Enchanted Earth: Shadow Demons</strong>:<br />
Follow the left path past the cauldron and then turn right at the pool crossroads (slightly difficult to see). Get on the lift, ride it up and then get on the next lift. Jump up the platforms round the tree to reach the nest. Using the shield to defend against the bird&#8217;s attacks, roll the 3 eggs out of the nest to break them. Pick up the Earth Rune and take the lifts back down again.Go back to the pool crossroads, take a left, then left again at the fork to open the Earth Rune gates. Jump across the stones in the water and use the Shadow Artefact to open the hatch. Enter and step on the floor switches in this order, Fire, Earth , Water, Wind. Get the Shadow Talisman. Exit through the teleport and head through the gates. Go back to the pool and place the Shadow Talisman in the socket just below the fire-breathing demons. Go up the steps and fight the demons. Use spear or longbow but watch out for the platform tilting which can throw you off, and the falling rocks. Heal up and walk along the bridge, then drop down the hole. Kill enough enemies to collect the Chalice, then jump back over the water to the prison to get it. teleport out and open the Star Rune gate to exit. Hall of Heroes (upstairs) &#8211; chests of coins.</p>
<p><strong>Pools of the Ancient Dead</strong>:<br />
This level will test your jumping skills to the limit. Head left, jump over and talk to the boatman. Jump back, cross the bridge and follow the path. You can&#8217;t kill the fat knights but you can push them into the water. Jump right to the stone bridge and fight your way to the fountain. Then jump left to the first Helmet. Jump back to the fountain and go round to the left. Hit the skull chest to release the serpent. Head over the first small bridge, then left. Jump to the Helmet. Head round to the Chaos Rune and then onwards to the tree for another Helmet. Jump over the small gap and continue round to the find to find another Helmet. Jump to the leftmost land and head back past the stone bridge. Go straight over the junction and get the Helmet to the right. Jump via the small rock (by the Helmet) to the next land (the bridges have been destroyed). Get the Helmet and then go through the Chaos Rune gates. Get the Helmet on the right and then run down the hill and dodge the chasing chariots. Go up the ramp for the last Helmet. Go back to the gates and kill enough enemies to collect the Chalice (you saw it earlier). Get the Chalice and then head all the way back to the boatman and give him the Helmets. Hall of Heroes (upstairs) &#8211; Magic Sword.</p>
<p><strong>The Lake</strong>:<br />
The chicken drumsticks, if you have any left, work well on the frogmen. Disembark, head up the steps and along the walkway. You can alter the alignment of the crosroads by shooting the switch but for now turn left for dry land. Go over the right walkway for the Earth Rune. Head into either of the opposite doorways, then through the next doorway. Run to the far left to collect the Chaos Rune in the boat. Then go all the way back to the crossroads. Rotate the junction and go straight over. Follow the winding path carefully until you get to the whirlpool. Head left and heal and then continue round and take the 2nd left path. Activate the Earth Rune machine and return to the walkway. Head left and go down the next path to collect the Time Rune. Then down the next path to activate the Chaos Rune machine. Continue round back to the fountain and heal. Then take the next path to the Time Rune machine and activate that. Jump into the frozen whirlpool. Follow the path (notice the wildlife) and exit from the Chalice room. Go right for coins and then over the bridge. Enter the doorway in the building and then go left through the arch to collect the Star Rune. Go back outside and head forward, round the left of the fence. Then right through a doorway and hit the switch which raises the gate to the path leading back to the crossroads. Fight until you can collect the Chalice and then go back to the crossroads and turn right. Make your way back to the Star Rune gate (which you saw earlier when collecting the Chaos Rune) and exit. Hall of Heroes (upstairs) &#8211; Magic Longbow.</p>
<p><strong>The Crystal Caves</strong>:<br />
And this is the level you were saving the Dragon Gems for. Cross the bridge, head right at the junction and talk to the gargoyle. Go through and smash the crystals. Go right at the junction and smash the clear crystal at the crossroads. Head left and collect the Earth Rune (mind the beams), then back to the crossroads and right into the next chamber. Kill enemies, collect items and then continue through the next passage. Heal and then head up the zigzag path. Enter the Earth Rune gate and head through the waterfall. Jump the gap to collect the Star Rune. Insert the Dragon Gems into the carved dragon&#8217;s head on the wall to wake up the dragon. You can&#8217;t damage him directly so use the hammer on the ground to make rocks fall onto him. If he sets you alight, jump into the waterfall. After he concedes, he&#8217;ll give you the Dragon Armour. From the waterfall head right into the large room. Make your way carefully round the pool, jumping the gaps and falling rocks, and exit at the back. Then drop down the tunnel at the back to return to the earlier junction. Head left to the Star Rune lock to raise the platform. Head over it but don&#8217;t exit until you have killed enough enemies to collect the Chalice, which of course is near the beginning. Then exit. Hall of Heroes (door on the landing) &#8211; Lightning.</p>
<p><strong>The Gallows Gauntle</strong>t:<br />
Read the book and then go down the passage. Head through the archway and then put on your Dragon Armour and go through the portal of fire. Kill enemies, step on all the floor switches and avoid the serpent. Put your Dragon Armour back on and exit through the fire, running down the passage to avoid the serpent. Collect all the items from behind the newly opened gates, including the Star Rune. Through one of the gates (opposite the dead dragon) is another floor switch. Step on it to raise the gate in front of the Chalice. Now go through the Star Rune gate and kill enough enemies to collect the Chalice. Get the Chalice and use the green slime exit. Hall of Heroes &#8211; Life Bottle.</p>
<p><strong>The Haunted Ruins</strong>:<br />
Gently guide the chickens to the pile of grain closest to the castle entrance. When they&#8217;ve eaten it all the floor switch will rise up, which lowers the drawbridge. Enter the castle and jump up the steps on the left to the walkway. Run and jump left (gaps in the battlements) to collect the Earth Rune, then return right. Kill the flying demon and then run and jump right to reach the courtyard. Equip the Magic Longbow and shoot all the demons before they can get to the floor switch which lowers the captives into the fire. Then use the hammer on the fires to put them out BEFORE you stand on the floor switch. (If you don&#8217;t save all the farmers, you cannot make your Chalice count). Return right and go through the gate. Run left past the cannons and go up the steps to the walkway; follow it to the left and go down the steps into the courtyard. Kill the knights, collect items and enter the Chaos Rune gate on the other side of the courtyard. Through the gate put on the Dragon Armour to walk past the flames. Enter the doorway to find the throne room. Walk right towards to fall through a trap door and land on a ledge. Carefully walk along it and enter the left doorway. Collect the Crown and then leave that room and enter the right doorway. Heal up and then exit left and return to the throne room. Use the Crown near the throne to summon King Peregrine who&#8217;ll transport you to the floodgate lever. As soon as you hit the switch, a timer will start so get the Earth Rune first. Hit the switch (timer starts), put on your Dragon Armour and push the stone golems over the far ledge (the only way to kill them). Equip your weapon again and run right through the gate. Kill enemies and head back past the cannons to the main courtyard. Enter the doorway at the back to find the Earth Rune lock. Once it&#8217;s activated, exit and continue left through the gate and up the zigzag path to get the Chalice on the left. Back at the bottom of the path, go past the books and hit the switch to drop a boulder onto the catapult. Then step onto the catapult to be thrown out of the level. (The time is tightish so you might want to explore before you use the Crown so that you know where to go and what the hazards are). Hall of Heroes &#8211; Energy Vials.</p>
<p><strong>The Ghost Ship</strong>:<br />
This level is particularly testing for two reasons. The jumps are tricky because of the perspective; and you have to go for the blue-jacketed officers when fighting. Head right to the deck to fight the skeletons; if you kill the officers the others will explode. Go up the ramps to the mast to collect the Moon Rune. Then go back to the start to open the Moon Rune gate. Kill enemies and collect the Star Rune. Go to the right of the deck and try to traverse the opening trap doors; if you fall through, just kill the skeletons, avoid the barrels and exit right. Run past the barrels to the fountain. Jump up left to go through the Star Rune door. Drop off by the mast and fight skeletons. Go down the right ramp and run past the cannons to get the Chaos Rune. Return left and open the Chaos Rune doors to the right of the deck. You now have to jump across the springy rope trampolines; but first drop down a hole to kill more enemies, then head left past the cannons to get back to the deck. (Back at the trampolines, press and hold Circle to jump higher). From the right of the trampolines, come down screen and time a series of jumps across the hinged platforms &#8211; watch for the pattern first otherwise you will die. Heal and then jump to a long blade on a rotating wheel and jump to the right steps. Go up and then up the stairs to kill enemies. Return left to the rotating blade and jump left into the small cage to ride up. Jump right at the top to kill more enemies and then jump back to the cage. It will drop so jump straight up to raise it again. Then jump left at the top to collect the Chalice. Jump back to the cage and via a rotating blade to the steps on the right again. Up the stairs and enter the right doorway to find the Captain up at the top. Now comes a challenging boss battle. You need to set the club alight to fire the cannons at the Captain to knock him overboard; while also battling the skeletons with your sword &#8211; some fast weapon changes are required. After defeating him, use the slime exit. Hall of Heroes (upstairs) &#8211; chests of coins.</p>
<p><strong>The Entrance Hall</strong>:<br />
After all the excitement of the Ghost Ship, here&#8217;s a nice simple level with no puzzles just a lot of walking and killing enemies. Kill the imps with the Magic Sword and search the orrery for more imps. Head down the tunnel and then left at the junction. Down the stairs and heal, then down the spiral staircase and through the doorway. Head back to the junction, go straight over and down the stairs. Down the next stairs and use the Flaming Longbow on the thieving imps. Get the Chalice and make your way back to the slime exit. Hall of Heroes (upstairs) &#8211; Life Bottle.</p>
<p><strong>The Time Device</strong>:<br />
The last level may have lulled you into a false sense of security but this level will really challenge you. Flick the switch and kill the guard. Head round to the left and kill the eye, but ignore the flying clocks. Jump past the wrench and kill the guards and the eye and then head left down the narrow ramp. Jump to the green clock face (avoiding the hands) and then jump to the next platform. Go over the bridge, past the pendulum, to another clock face. Again avoid the hands and head over to the next one. Over another short bridge, collect the Time Rune. Flick the switch to open the gate and go through. Return to the entrance and round the other side to kill the guards and the eye. Memorise the time shown on the descending clock when you approach the butterfly gate &#8211; this is what you have to duplicate on the large clock face. Use the springy pads to bounce up to it and then use the two buttons to set the right time. Drop off and go through the opened gate &#8211; heal. Use a springy pad again to jump up to the clock face and go over the bridge. Go through the Time Rune gate. run past the pendulum and note the time shown as you approach the butterfly gate. Wait for the low blade to pass and then run clockwise to the back to ride up the platform. Head right around the circular platform, jumping the blades, to take the path left. Run past the pendulums and rolling shields to get the Chaos Rune. Return to the circular walkway. Return to the rising platform and straight over it, then up the next right path. Jump into the pipe to go up. Hit the switch (the face) to start a 3 second time limit and hit one of the electric field junctions round to disable the field. Collect the Earth Rune. Return through the pipe and to the circular walkway. Head left to the rising platform and take the path left to the Chaos Rune gate. Enter and open the Earth Rune gate. Then push the arrow to rotate the train towards it. Jump onto the wagon behind the train and ride along the tracks. At the end, bounce up and shoot the guards. Collect the Moon Rune and return to the truntable room on the train. Open the Moon Rune gate and rotate the train to face it. Ride the train along the tracks again. At the end, walk along both sides of the track and hit the switches. Take the train back to the turntable room. (If you want to collect the Chalice, you have to change the alignment of the four electric junctions so that they will shatter the glass). Go back to the large clock face. Set the time to open the right butterfly gate. Go through and collect the Life Bottle that was under the force field. Then go back to the train and take it to the exit.</p>
<p><strong>Zarok&#8217;s Lair</strong>:<br />
This level consists of three battles, during the first of which you cannot damage the enemies. Enter and collect the Good Lightning and the shield from the chests. Equip the Good Lightning and place the Chalice on the grey circle in the centre. His skeletons will fight yours. You have to keep your skeletons alive so use the Good Lightning on them although this depletes you. Each of your skeletons left standing at the end of the battle will give you an energy vial. Collect the vials to heal and then face the knight on his horse. Use distance weapons on him and avoid his various attacks. Then Zarok appears as a giant lizard. You can only hit him when he rears up so avoid his attacks and the forcefield. Use the Magic Sword on him when possible, otherwise run in circles. Eventually you will defeat him.</p>
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		<title>Echo Night Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/echo-night-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/echo-night-walkthrough.php#comments</comments>
		<pubDate>Sat, 06 Oct 2001 02:41:59 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[echo night]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=310</guid>
		<description><![CDATA[Contents 
Introductions
Walkthrough
Chapter 1 : Henry&#8217;s House
Chapter 2 : Orpheus Upper Deck
Chapter 3 : The Drunks, the Twins and the Deep Dark Hole
Chapter 4 : A Doctor&#8217;s Guilt and a Mother&#8217;s Love
Chapter 5 : The Story of the Stones
Chapter 6 : Crea and the Crewmates
Chapter 7 : It Ends
Acknowledgements
Introductions:
ECHO NIGHT is definitely not your ordinary game. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Contents </strong></p>
<p>Introductions<br />
Walkthrough<br />
Chapter 1 : Henry&#8217;s House<br />
Chapter 2 : Orpheus Upper Deck<br />
Chapter 3 : The Drunks, the Twins and the Deep Dark Hole<br />
Chapter 4 : A Doctor&#8217;s Guilt and a Mother&#8217;s Love<br />
Chapter 5 : The Story of the Stones<br />
Chapter 6 : Crea and the Crewmates<br />
Chapter 7 : It Ends<br />
Acknowledgements</p>
<p><strong>Introductions:</strong><br />
ECHO NIGHT is definitely not your ordinary game. Rather than focusing on action (which every other game seems to be doing lately), this one focuses on puzzle solving, a type of game that hasn&#8217;t really existed since the old days of the PC gaming (which was, what, last year?).</p>
<p>The game itself has it&#8217;s charms. The graphics are really good, and the entire environment of the haunted ship is very well done. The sound isn&#8217;t spectacular, but there&#8217;s some bits where the audio can really spook you out. Speaking of spooking, this game unfortunately doesn&#8217;t have much scares for a horror game &#8211; it has it&#8217;s moments, though.</p>
<p>But the problem with the game is that it&#8217;s extremely short and somewhat easy. Other than a few really hard puzzles, most can breeze through this game in under five hours.</p>
<p>Overall, this game is not really a keeper, more like a good rental. But it is fun while it lasted, and that&#8217;s all that really matters, right?</p>
<p>Alright, lets get on with it!</p>
<p>Walkthough:</p>
<p><strong>Chapter 1:</strong><br />
<strong>Henry&#8217;s House </strong></p>
<p>Your adventure begins! There&#8217;s nothing dangerous here at all, so you should take the opportunity to practice the controls of the game. Once you&#8217;ve done enough practicing, leave the room you&#8217;re in. Look around the ruined hallway; in one junction there&#8217;s a winding key on the floor. Now enter the only other door available, then go to the grandfather clock. Use the key you began with and then use the winding key. A passageway will open. Hold down the circle button for awhile to crouch. Then crawl into the little space and you&#8217;ll automatically look at the book on the floor. After that, you&#8217;ll get spirited (literally) off into the pass.</p>
<p>Once you regain control, chat with the guard and the youth sitting down. Now leave the cabin and enter the next one. By the way, note the ladder on the side. Chat with the old man and the young girl. Then, leave the cabin through the way you came in from &#8211; you&#8217;ll bump into the youth you spoke early to. Go back to the cabin you began in, and take the winch on the floor near the guard. Now you can take the ladder you saw before up; then head to the trapdoor and use your winch. Watch the long scene that unfolds, then go back down and enter the cabin with the girl again &#8211; this time no one is around. Now go to the end of the train through the other door, watch another scene, and then you&#8217;ll leave the past.</p>
<p>Back to the burnt house. Take the red book, then proceed down the staircase into the little room. Look at the artwork and you&#8217;ll figure out what to do next, right?</p>
<p>[Solution] Easy. Take the chair and put it somewhere else, then position the statue of the boy so that he faces the statue of the woman.</p>
<p>After this, you&#8217;ll get spirited off again, this time into the doomed ocean liner Orpheus.</p>
<p><strong>Chapter 2:</strong><br />
<strong>Orpheus Upper Deck </strong></p>
<p>You&#8217;ll meet you&#8217;re first ghost, the captain of the liner, the moment you arrive. He&#8217;ll lead you into the captain&#8217;s room and tells you not to leave the room. Look around the room (check the drawers for a cure potion, remember to move the chair first), then go to the next room (bedroom) and the room after that (toilet). Nothing much you can do here, so ignore the captain&#8217;s warning and leave the rooms. Either way you exit, you&#8217;ll be attacked by a ghost girl; you&#8217;ll be saved by a mysterious voice who will tell you that these ghost girls are afraid of light. So, from now on, whenever you enter a room, look for a light switch first!</p>
<p>First, go upstairs and look around. You&#8217;ll find a the ship control room &#8211; look around for two cure potions, and note the sun plaque. then check under the table for a metal handle. With it, you can open the hatch (duck down first) and get the important Ship Map. Outside, a lonely ghost looking out by the sea, and another ghost is in a in the dark room. Also in the dark room, you can find a telephone to save the game.</p>
<p>The lonely ghost &#8211; in his past, you&#8217;ll meet his fiancee who has lost her engagement ring. You&#8217;ll have to look for it!</p>
<p>[Solution] Go to the merry-go-round and take a ride. The entire area will light up; look at the corners and you&#8217;ll spot a bright light on the floor. Once the ride is over, go to that spot to pick up the hard-to-see ring.</p>
<p>Return the ring to the girl and watch what happens. You&#8217;ll get the ring back and return to the Orpheus. Give the engagement ring to the ghost and he&#8217;ll leave; claim the astral sphere.</p>
<p>The ghost who&#8217;s afraid of the dark &#8211; To help him out, talk to him first and you&#8217;ll jump to his past and find out the reason for his phobia. Get the glove to exit the past.</p>
<p>Once you&#8217;re done, go back down to the lower floor and enter the other doors &#8211; you&#8217;ll be in a hallway with two staircases going down, a door and a fuse box. Here comes the scary bit &#8211; enter the door opposite the fuse box. You&#8217;ll spot a girl ghost in the corner &#8211; don&#8217;t reach for the lights, they don&#8217;t work! Instead, rush to the left and pick up the wire cutters, then get the hell out of there! If you get injured, use a cure potion.</p>
<p>With the wire cutters, go back to the captain&#8217;s bedroom and cut the wires tying up the cupboard. You&#8217;ll find the comet book. Take it and you&#8217;ll zoom off into the past.</p>
<p>The medium &#8211; You&#8217;ll be in an observation tower. Go up the lift (press the button in on the side) then look at the picture on the chalkboard. Figured it out?</p>
<p>[Solution] Comet on the sun? Use your comet book on the sun plaque.</p>
<p>You&#8217;ll encounter the medium; from now on, you can visit him every time you see a sun plaque. He exchanges your astral spheres for holy water, which prevents possessions and heal you slightly. Also, in your first encounter, he&#8217;ll give you a blue, incomplete crystal. Remember the scene on the train?</p>
<p>Once you&#8217;re done, you&#8217;ll return to the Orpheus. Pick up the wire on the floor, then go back to the fuse box you saw a couple of doors away. Equip you glove, then put in the wire one the empty fuse, then go back to the ghost who fears darkness, and show him the light. He&#8217;ll gratefully donate another astral sphere before he goes, and you can pick up the key he was sitting on. Once you leave, you&#8217;ll meet the captain again, and he&#8217;ll give up the ghost too and you&#8217;ll net another astral sphere. You can trade them for more holy water if you want &#8211; remember that there is a sun plaque in the ship control room.</p>
<p>Now, return to the room with the fuse box. Of the two doors below, one is blocked, and one is locked. With now key, unlock the locked door and proceed.</p>
<p>ON THE LIGHTS! They are on your right. There&#8217;s two doors here (forget about the staircases for the moment) &#8211; one door leads to a steward ghost who will refuse to let you pass &#8211; it&#8217;s a dead end here. The other door leads to a corridor with a drunk ghost on the floor. That&#8217;s where your next major hurdle begins.</p>
<p><strong>Chapter 3:</strong><br />
<strong>The Drunks, the Twins and the Deep Dark Hole </strong></p>
<p>There are six rooms here and one locked one on the other side of the corridor. Chat with the drunk ghost to fins out about his artist friend. His request is to drink his old friend&#8217;s concoction for the last time. Take the glass next to him. Now, explore the rooms &#8211; the directions are assuming that you are looking down the corridor facing the locked door on the other end.</p>
<p>First door on the left &#8211; Notice the four sailor dolls? Make a note of them, then look carefully at the vent up on one of the walls. You can use the step ladder to climb up onto the shorter cupboard, then from there you can reach the vent. Go inside and crawl all th way to the end of the shaft, and pick up the sailor medal. Exit the doorway and the room.</p>
<p>Second door on the left &#8211; This one is a cabin belonging to the artist Ed Mooring. Read the writings on the table. First door on the right &#8211; leads to a bar. Look at the artworks on the wall. Crawl behind the bar counter and open the sliding doors to find a claim ticket and four alcohol bottles with the pictures of a man, an axe, a snake and a sword. Come on, this one is easy! Try figuring out how to how to concoct Ed&#8217;s drink.</p>
<p>[Solution] Notice that one of the artwork belongs to Ed (initials E.M.). The picture Ed drew had a man carrying an axe fighting two snakes. Thus, to make his drink, put one portion of the alcohol from the bottle with the picture of a man, one portion from the bottle with the picture of an axe, and two portions from the bottle with the picture of a snake. You may do this in any order.</p>
<p>Once you have Ed&#8217;s drink, give it to the drunk and he&#8217;ll leave &#8211; take his Astral Sphere and the sailor medal he holds.</p>
<p>Second door on the right &#8211; Nothing here. Really.</p>
<p>Third door on the left and right &#8211; These pair of doors are part of a puzzle you have to solve. Talk to the twin girls to find out just how well they know each other &#8211; in the right door a demon ghost will come out of the bathroom door &#8211; don&#8217;t come any closer or you&#8217;ll end up as dead as both sisters.</p>
<p>[Solution] Notice that both the rooms are mirror images of each other? And that whenever you open one door, the other door opens? In the room without the demon, put the heater in front of the bathroom door. Now go to the room with the demon and tadda! She&#8217;s blocked too!</p>
<p>With that problem solved, talk to both sisters and you&#8217;ll get two astral spheres and two sailor medals. Also, there&#8217;s a cure potion in each of their rooms.</p>
<p>Now return to the room with the sailor dolls. Look at the sailor medals carefully and put them in the proper slots. The cupboard slides open and you can enter the secret room. Talk to Ed and gain his Astral Sphere as well as a brass key for the locked door. Well, what are you waiting for?</p>
<p>Upon entering, you&#8217;ll see a familiar girl ghost again. Can&#8217;t do much now &#8211; walk any closer to her and you&#8217;ll end up with a face-full of furniture. Just leave and a boy ghost appears, and before you know it, you&#8217;re whisked off into a mine.</p>
<p>First up, you&#8217;ll find yourself blocked. Go backwards to find a mine cart and a lever. Hit the lever to break the blockage. From here, you&#8217;ll find an empty mine cart and two levers, one stick lever and one pull lever. The stick lever changes the tracks while the pull lever sends the cart moving.</p>
<p>First, enter the cart, then hit the stick lever, then the pull lever. Enjoy the ride! At the end, climb onto the other mine cart and hit the pull lever. Once you&#8217;ve reached the end, get out of the mine cart. The puzzle here is to break the gate using the mine cart.</p>
<p>[Solution] Hit the stick lever while standing outside the cart. Now, hit the pull lever, and after one second, hit the stick lever. If you did it right, the mine cart will be sent crashing through a wooden gate on the other end.</p>
<p>Proceed past the broken gate, climb past the cart and go down the hole. You&#8217;ll spot a digger digging. Talk to the man, then try and take the doll. Talk to the man again, and he&#8217;ll break the rock and find his daughter. Now take the doll and you&#8217;ll return to Orpheus. Return to the girl ghost and use it the doll, then&#8230;</p>
<p><strong>Chapter 4:</strong><br />
<strong>A Doctor&#8217;s Guilt and a Mother&#8217;s Love </strong></p>
<p>First up, head pass the left door into a bathroom and then a toilet &#8211; check the floor here for a claim ticket. Then, return to the formerly haunted room and take the other door. Pick up the suit and&#8230;</p>
<p>You&#8217;re now in the medical office. Save if you want, then leave and talk to the ghost doc. Check the drawers for some curing bottles, then open the cupboard to zoom off into the doc&#8217;s past. Here, look around at all the stuff &#8211; you&#8217;ll irritate the (then living) doc if you touch the drawers on his desk. He&#8217;ll proceed to push you out. Now, you&#8217;ll be back in the medical office. Wait a while, then the doc will say &#8220;it&#8217;s time&#8230;&#8221; and leave the room, and lock the door behind him. Now go back to the past again and check the drawers, he won&#8217;t be around anymore. Take the prescription and you&#8217;ll be back again. Read the prescription, then use it and the doc will run out screaming. Now you can leave the doc&#8217;s office. By the way, you will be injured by now; remember the gulp down a cure potion before going out &#8211; you&#8217;ll see why.</p>
<p>Go right and right again into the theater. Ring the bell if you want. Open the counter and get inside (there&#8217;s a sun plaque, if you need to use it), climb up to the projector area and take the record from the shelf. in the next room talk to the doc and pick up the claim ticket on one of the sofas. Leave the theater. The door directly facing you is a casino &#8211; you can use your claim tickets for some games by giving it to the manager. By the way, there&#8217;s another claim ticket on the floor near the roulette machine. Now go to the nursery (the one other door you can go to) and chat with the mother, who is looking for her kid. Know how?</p>
<p>[Solution] Leave the room and look carefully at the lighted wall panels near the theater door to find a light switch. Then, head back to that ghost in the hallway and you&#8217;ll find the kid. Now that you&#8217;ve freed the kid, you need to unite him with his mother. Use the record on the phonograph in the nursery.</p>
<p>Once you&#8217;ve united mother and child, take back the record if you want. take the crown and use it on the chest in the room to get a roll of film and a gear. Now go back to the projection room and give the film to the projectionist &#8211; he&#8217;ll give up the ghost; go back down and talk to the doctor in the film room and you&#8217;ll get to watch the film&#8230;</p>
<p>Now that the doctor is satisfied, take his astral sphere and the cabinet key. Use the cabinet key on the only locked cabinet in the doctor&#8217;s office to get the antidote; use the antidote on the pool of poison.</p>
<p><strong>Chapter 5:</strong><br />
<strong>The Story of the Stones </strong></p>
<p>Now that you have a formal dress, equip it and go back to the stubborn steward &#8211; he&#8217;ll let you through, and then you&#8217;ll meet with Arthur and Hilda Rockwell. After that scene, you&#8217;ll be sent to an ancient castle to witness the story of the red stone.</p>
<p>Once you come back, Arthur and Hilda will ask you to find three plates similar to the one on the their table. Take the plate, then leave and go to the door behind where the steward used to stand. Switch on the lights, then look at the crow&#8217;s back. Use your gear to make the crow divert the woman&#8217;s attention, then switch on the lights behind her. You should then take back the gear you put into the crow. Now, behind the woman are two doors. Go through the right one if you need a sun plaque, otherwise go through the left door, and then again through the next door you find.</p>
<p>In this new corridor, you can save the game. Here, the middle door is a dead end, but the other two doors lead to male and female locker rooms which in turn lead into a common swimming pool area. Check the male lockers for a claim ticket and the female lockers for a cure potion, then head to the swimming pool area. Enter either doors on the other end (doesn&#8217;t matter which, both lead to the same place) and talk to the boy. Take the eye on the floor next to him. Now open the hatch nearby and descend down to the floor below. First enter the door on the left to meet the worried servant; fit your gear in the parrot to relieve her stress. Now, look at the broken plate below the parrot.</p>
<p>Graveyard &#8211; Look at tombstones here &#8211; particularly the three nearest to you when you appear. Look at the wordings and the symbols on the back. Now enter the fenced area and look at the plaques. Got the puzzle yet?</p>
<p>[Solution] Hit the plaques in this order assuming you count from left to right &#8211; 2nd, 1st, 3rd.</p>
<p>Once you&#8217;ve opened the grave, climb down the staircase and follow the path down. Here&#8217;s the fun part &#8211; once you&#8217;ve reached the junction, go left. You&#8217;ll meet old William, and he&#8217;ll show you how to open the gate. Follow his &#8216;exit&#8217; and you&#8217;ll reach a familiar-looking dead body. Examine it to get the pendant. Now William will try to kill you. Run past him and take the plate off the wall, then go back to the junction and go the other way (don&#8217;t try to get back to where you came in from). When you reach a gate, remember how to open it &#8211; insert the plate, then press the button. The next gate is a little different though&#8230;</p>
<p>[Solution] Forward becomes backward? Try pressing the button first, then put in the plate. Remember to take the plate out when you&#8217;re done!</p>
<p>Now that you&#8217;re back on Orpheus, leave the room you&#8217;re in and try the other door. When the woman appears, use the pendant to finally be rid of her. Now you&#8217;ve got to solve the water pump puzzle &#8211; look at the inscription&#8230;</p>
<p>[Solution] This is what the inscription should say:<br />
1. Turn small valve<br />
2. Turn large valve<br />
3. Press button<br />
4. Pull large crank</p>
<p>Each time you do the right action you&#8217;ll hear a loud sound signifying that you&#8217;ve done it right.</p>
<p>Once you&#8217;re done, return to the pool and wait for night time. Once the entire area turns red, put the fish eye into the picture on the base of the pool.</p>
<p>The book &#8211; To get pass the librarian, simply duck down and sneak pass her desk. In the next room, keep examining different boxes of books to make the librarian move away from his box. After he has moved away twice, you can pick up the old book. After returning, read the old book. Now return to the dining room and talk to Arthur to get the kitchen key; use it on the locked door in the same room.</p>
<p><strong>Chapter 6:</strong><br />
<strong>Crea and the Crewmates </strong></p>
<p>In the kitchen, talk to the man and use the elevator. You&#8217;ll meet your next demon, the ghost king. Stay as close to the elevator as possible; he&#8217;ll come nearer and nearer, but once he get&#8217;s way too close for comfort, your father appears and throws on the light. After some chatting, he&#8217;ll leave. Follow him. You&#8217;re now in a pretty large area with a lot of rooms to explore.</p>
<p>The crewman&#8217;s corridors &#8211; There&#8217;s a watchman wandering around the hall. Talk to him. Now go to the crewman&#8217;s quarters B (front corridor, 2nd door on the left). The replacement watchman is here. You&#8217;ll need to distract him from his notes he&#8217;s reading.</p>
<p>[Solution] Ring the alarm near the door by setting it to 12 o&#8217;clock. Quickly take his notes while he goes off to switch the alarm off. He&#8217;ll suddenly remember his duty and leave the room.</p>
<p>When you return outside, the current watchman will &#8216;take a rest&#8217;, and after that, the new watchman will complain about the lighting problem. Now, head to the door opposite to where you came out from. There&#8217;s a workman puzzling himself over the lockers. Your aim is to open the fourth locker to read the code number. Here&#8217;s a tough little puzzle to solve&#8230;</p>
<p>[Solution] Of the lockers, numbers 1 and 2 can be opened, but numbers 3 to 6 can&#8217;t be opened. The solution of this puzzle is this : Other than lockers 1 and 2, the others can only be opened if the total numbers from the open lockers equal it&#8217;s own number. For instance, to open locker 3, you need lockers 1 and 2 to be open (1+2=3). Hence, to open locker 4, first open locker 3, then close locker 2 &#8211; hence only lockers 1 and 3 are opened (1+3=4). Locker no. 4 will open up.</p>
<p>The crewman in the room will then read the code number to you and leave the room. Now follow him. When you leave the room, go left and then take the right corridor, then go through the door. Talk to him. You&#8217;ll find out that the code number doesn&#8217;t work. Can you figure this one out?</p>
<p>[Solution] The numbers 1 6 8 9 are written upside down. Turning them around gives you the true code 6 8 9 1.</p>
<p>Follow him again into the next room &#8211; he&#8217;ll fix the pipe blocking the way. Now you&#8217;ll get a nasty surprise. Exit through the nearest door and come back to avoid becoming ghost food! Once you&#8217;re back, enter the door opposite the once fallen pipe to reach the breaker room &#8211; here, switch on the only breaker that is off to return power to the crewman&#8217;s floor. Return back to the second watchman and see him off. Now you can enter the two remaining rooms in this hall &#8211; the bathroom (mistakenly labeled the shower room) has a claim ticket on the floor of the furthest stall; the shower room (mistakenly labeled the port corridors) contain a cure potion in the second furthest locker.</p>
<p>Now, go to either of the other corridors and take the doors there. Follow the corridor into another T-shaped area, this time with two doors. The left door leads to a room with a sleeping ghost who is complaining about the sounds from the radio room. Further into this room is another room; nothing here except a curing potion in a box in the corner and a sun plaque. The right door leads to a radio room. You&#8217;ll here someone tapping in morse code when you try to open the door. Once you enter, set the machines to &#8216;BA10&#8242; (it&#8217;s in the notes you picked up in the crew quarters). Now you&#8217;ll have to hit the correct message on the telegraph.</p>
<p>[Solution] Notice the words CREA etched on the side? Use the coding in the panel on the side. If you&#8217;re lazy, just input:<br />
- . &#8211; . . &#8211; . . . -</p>
<p>You&#8217;ll be handed a music box by that boy and zoom off into a large cathedral. Go up the stairs to reach the grand piano. Examine it, play the music box and repeat the tune on the piano.</p>
<p>[Solution] Numbering the white keys from left to right, 1,2,3,4,5,6,7 and lettering the black keys A,B,C,D,E, press the keys in this order: 2,3,4,6,E,6,5,4. No problem right?</p>
<p>After playing the tune, a trapdoor will open under the alter below. So what are you waiting for? Once you meet Crea, play her the music box. Then she&#8217;ll give you an earring and send you back. Now give the earring to the boy to finally free his spirit at last &#8211; you&#8217;ll get another plate as a prize. One more to go!</p>
<p>Go back to the person complaining about the sound from the radio room. He&#8217;ll finally get some rest &#8211; the eternal type. Now that all the crew mates have left, you can return to the man in the kitchen &#8211; note that the kitchen lift doesn&#8217;t work anymore, so you have to find an alternate route. In the corridor linking the two T-shaped halls (the one with a savegame telephone) there&#8217;s a door leading back up to the main passenger hallway. From there, return to the dining room, then the kitchen. Talk to the man and he&#8217;ll leave with his other mates, and leave the fourth and final plate.Now leave and note that Arthur and Hilda have both left the dining room. Go to the staircase room (the one with the crow) and they&#8217;ll be there. Insert the plates and they&#8217;ll be freed for good. Now enter the door into the private quarters.</p>
<p><strong>Chapter 7:</strong><br />
<strong>It Ends </strong></p>
<p>There are four rooms here each with it&#8217;s own theme decor. Don&#8217;t try the double doors on the other side yet or you&#8217;ll regret it.</p>
<p>Forest room &#8211; Another daughter of William is here. She tells you to meet Crea in the room opposite hers. It&#8217;s locked, so she tells you to talk to Jack (yet another son of William&#8217;s ever-growing family tree). Nothing else in this room.</p>
<p>Water room &#8211; There&#8217;s a clock key and a cure potion here if you look hard enough.</p>
<p>Fire room &#8211; Jack Rockwell, another son of William, haunts this room. There&#8217;s a claim ticket on his bed. Show him the picture and he&#8217;ll tell you how to open the door. Well, do what he says &#8211; go to the locked clock on the side of the prohibited double doors and adjust it to the bird symbol. That will allow you to open Crea&#8217;s room.</p>
<p>Sky Room &#8211; You can only get here once you&#8217;ve unlocked it with Jack&#8217;s help. Here, examine the castle drawing then use it to zoom back to the ancient castle. Go out to the castle balcony and examine the king&#8217;s body and you&#8217;ll get a cameo. You&#8217;ll get to use it real quick as soon as you leave the room!</p>
<p>Now that the final ghost is out of the way, you can enter the dangerous double doors. Here you&#8217;ll meet William Rockwell himself. He&#8217;ll tell you the truth about Crea, and you&#8217;ll zoom off into the past. Here, pick up the bullet on the table and then watch the scene. You&#8217;ll ultimately pick up the other half of the blue stone. Once you return, you&#8217;ll see that William Rockwell is dead. Go back to Emilia in the Forest room and she will go for eternal rest herself.</p>
<p>Now head back to the crew floor (down the stairs from the passenger hallway), to the corridor with the savegame telephone. The entrance to the engine room is here for your final showdown. Save the game before you go down.</p>
<p>Go down the stairs,look at the sheet on the wall and heed where the valve and the key is located, and how to overload the ship. There&#8217;s a cure potion on the floor here. Now enter the engine room.</p>
<p>First, head to the very end of the ship. You&#8217;ll witness a spectacular scene, and then after that, Crea&#8217;s voice will tell you to light up the area. It isn&#8217;t all that hard&#8230;</p>
<p>[Solution] To do that, you&#8217;ll need the valve and key. Here, William&#8217;s ghost will be chasing you all over the place &#8211; nothing quite like working under pressure, eh? Rush up to the front end of the ship (as front as you can go, anyway) and take the valve from that room (look carefully at the floor). Then go one room back and climb down the staircase. Here, use the valve on both fuel tanks. Then, from this room you can enter a door that leads you to the room with the piston key. With that, go back to the two piston rooms and use the key on either emergency piston locks.</p>
<p>Once the area lights up, go back to where the red stone is located. Use the blue stone on the red stone&#8230;</p>
<p>Ending 1 &#8211; Wait until the time ends without heading to the front of the ship. This one is a rubbish ending where you are never seen again.</p>
<p>Ending 2 &#8211; Rush to the front of the ship, back to the room where you picked up the valve. You&#8217;ll meet Crea and she&#8217;ll whisk you away. Back at the old house, you meet the police officer who tells you to leave the place. So go leave the house and watch this scene&#8230;</p>
<p>Ending 3 &#8211; ??? Anybody care to help?</p>
<p>Congratulations, you&#8217;ve won ECHO NIGHT!</p>
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		<title>Wild Arms 2 Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/wild-arms-2-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/wild-arms-2-walkthrough.php#comments</comments>
		<pubDate>Sat, 27 Jan 2001 21:05:37 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[anime]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[square]]></category>
		<category><![CDATA[turn based]]></category>
		<category><![CDATA[wild arms 2]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=188</guid>
		<description><![CDATA[Version 1.8
Based on the Japanese release of Wild Arms: 2nd Ignition for the Sony PlayStation
This is my first walkthrough, but I&#8217;ve seen too many bad ones to know how    to not make this suck. I also know a good bit of Japanese, so I&#8217;ll try to translate    when I [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Version 1.8</strong></p>
<p>Based on the Japanese release of Wild Arms: 2nd Ignition for the Sony PlayStation</p>
<p>This is my first walkthrough, but I&#8217;ve seen too many bad ones to know how    to not make this suck. I also know a good bit of Japanese, so I&#8217;ll try to translate    when I can.</p>
<p>Hydrus (mpgemma@unity.ncsu.edu)</p>
<p><strong>9/23/99</strong> &#8211; Started walkthrough</p>
<p><strong>10/22/99</strong> &#8211; Started section on monsters. A couple hours later, I found the    Kaiju Card Shop. -_-;;</p>
<p><strong>4/24/00</strong> &#8211; Got to disc 2. ^^;</p>
<p><strong>5/12/00</strong> &#8211; Added section on learning Special Skills after getting emails asking    about Tim&#8217;s.<br />
Updated instructions for getting High Magic.<br />
Changed &#8220;Roadblazer&#8221; to &#8220;Lord Blazer&#8221;</p>
<p><strong>5/13/00</strong> &#8211; Finished the game</p>
<p><strong>5/21/00</strong> &#8211; Updated Alchemic Plant section, since the password part has been    screwing up people. The password in the English version should be &#8220;ISK&#8221;.<br />
Added Music and Extra File.</p>
<p><strong>5/27/00</strong> &#8211; Added info on the Death Rune (Archeim, Ch. 17)<br />
Added info on getting the three Guardian Lord Statues<br />
(Dais, Ch. 19) and getting their three High Runes<br />
(Reviving the Stone Gods, Other Stuff section)<br />
Added info on getting Luceid (Magic Wolf Cave, Ch. 21)</p>
<p><strong>5/28/00</strong> &#8211; Added ARMs section, fixed misspellings</p>
<p><strong> Features:</strong><br />
Pinch Attack &#8211; The monsters will only attack one of your party members, who    must fight them alone. Before the monsters appear, you&#8217;ll see a message like    &#8220;Ashley no Pinchu&#8221;. After a few rounds, the rest of your party will join in.</p>
<p>Back Attack &#8211; The member(s) who are in the back row will get attacked, instead    of your main group. Your back row is anyone in the right three slots on your    menu screen.</p>
<p>Encounter Cancel &#8211; Before you get into a random fight, an exclamation point    will appear above your head. If the balloon is red, you cannot avoid the fight    and may even be surprise attacked. If the balloon is white or green, pressing    Triangle, Square, or Start will cancel the encounter. Select will bring up the    map screen, but will NOT cancel the encounter. Monsters are persistent though,    so if you cancel the fight, expect to get another one in a few seconds. After    four or five cancels, you&#8217;ll usually get a red exclamation point and have to    fight. Green usually means that you&#8217;ll get first attack, but not always.</p>
<p>Force Points &#8211; Unlike last game, you need a certain amount of Force Points    to use your special skills, such as ARMs and Magic. However, you don&#8217;t lose    FP when you use these skills. Also unlike last game, you start each fight with    FP equal to your current level, and get more FP as you use the Fight command    or get attacked.</p>
<p><strong> Bugs:</strong><br />
If you switch out a confused party member during the fight, the guy who takes    his place will look to be confused too, but won&#8217;t be.</p>
<p>Learning Special Skills:</p>
<p><strong> Ashley:</strong><br />
Ashley will find wrenches in treasure chests that he can use from the item screen    to give himself new ARMs abilities.</p>
<p><strong> Brad:</strong><br />
Brad will find white treasure chests along the way that he has to kick open.    He&#8217;ll receive an ARM from each chest that he can use immediately.</p>
<p><strong> Riruka:</strong><br />
Riruka can take Crest Graphs that she finds to magic shops throughout Filgaia    and get spells inscribed on them. You can have one spell per Crest Graph. If    you can figure out how, you can learn how to use High Magic, which are more    powerful spells.</p>
<p><strong> Tim:</strong><br />
Tim has 20+ Guardian Lore spells he can learn. Each spell falls into a subcategory    corresponding to a type of Guardian Rune you can find. You need to kill monsters    in order to learn these spells, and Tim&#8217;s status screen tells you how many monsters    you need to kill to learn each spell. The trick is that Tim only learns spells    in the same category as the rune he currently has equipped. So if you&#8217;re using    Stoldark, the Water Rune, you&#8217;ll only gain points towards water spells. Fight    something easy like Balloons near Meria Town and you can learn all his spells    in an hour or so. You&#8217;ll be able to learn more spells when you get new runes.</p>
<p><strong> Kanon:</strong><br />
Kanon receives new skills randomly as she uses her old ones. For each of her    skills, she has a fixed chance of learning a stronger version of that skill.    For example, when using a level 1 skill, she may have a 60% chance of learning    a level 2 skill. Higher level skills are harder to learn. Your success rate    is also determined by Kanon&#8217;s Luck. If her luck isn&#8217;t Best, you&#8217;ll have a hard    time learning new skills.</p>
<p><strong> Mariabel:</strong><br />
Mariabel starts out with a skill called Ability Drain. Using this skill on certain    monsters will allow Mariabel to learn their special attack.  <strong> </strong></p>
<p><strong> ARMs: (might not be a complete list): </strong></p>
<table cellspacing="0" cellpadding="0" width="100%">
<tbody>
<tr bgcolor="#353535">
<td><strong>ARMs</strong></td>
<td><strong>Location</strong></td>
</tr>
<tr>
<td><strong>Ashley</strong></td>
<td></td>
</tr>
<tr bgcolor="#353535">
<td>Shot Weapon</td>
<td>Start</td>
</tr>
<tr>
<td>March Blast</td>
<td>Under Traffics (Ch. 6)</td>
</tr>
<tr bgcolor="#353535">
<td>Bolt Fanning</td>
<td>Ray Line (Ch. 10)</td>
</tr>
<tr>
<td>Dead Or Alive</td>
<td>Underground River (Ch. 13)</td>
</tr>
<tr bgcolor="#353535">
<td>Shock Slader</td>
<td>Closed Mine Shaft (Ch. 15)</td>
</tr>
<tr>
<td>Phantom Fang</td>
<td>Lost Garden (Ch. 19)</td>
</tr>
<tr bgcolor="#353535">
<td>Blaster Guilty</td>
<td>Raypoint Muse (Ch. 21)</td>
</tr>
<tr>
<td>Raging Nova</td>
<td>Spiral Tower (Ch.23)</td>
</tr>
<tr bgcolor="#353535">
<td><strong>Brad</strong></td>
<td></td>
</tr>
<tr>
<td>Revolver Cannon</td>
<td>Start</td>
</tr>
<tr bgcolor="#353535">
<td>Cracker Rave</td>
<td>Telepath Tower (Ch. 6)</td>
</tr>
<tr>
<td>ABM Predator</td>
<td>Aguel Mine (Ch. 10)</td>
</tr>
<tr bgcolor="#353535">
<td>Pulse Craster</td>
<td>Sebokku Village (Ch.13)</td>
</tr>
<tr>
<td>Linear Rail Cannon</td>
<td>End of Chapter 16</td>
</tr>
<tr bgcolor="#353535">
<td>Scud Launcher</td>
<td>Dormant Volcano (Ch. 20)</td>
</tr>
<tr>
<td>Malduke Gaze</td>
<td>Raypoint Geo (Ch. 21)</td>
</tr>
<tr bgcolor="#353535">
<td>EZ-Misslemite</td>
<td>Spiral Tower (Ch.23)</td>
</tr>
</tbody>
</table>
<p><strong> Music:</strong><br />
&#8220;WILDARMS 2ndIgnition ~ Donna Toki de mo Hitori Ja Nai&#8221;<br />
&#8220;Yozora&#8221; (Night Sky)<br />
&#8220;Atomic Arms&#8221;<br />
&#8220;Resistance Line&#8221;<br />
&#8220;Kiseki&#8221; (Miracle)<br />
&#8220;Last Ignition&#8221;<br />
&#8220;Zephyrs&#8217;s&#8221;</p>
<p><strong> Notes on the walkthrough:</strong><br />
I don&#8217;t have the best Japanese skills, so I might have misinterpreted some of    the scenes. I did the best I could though, so you&#8217;ll at least have some idea    of what&#8217;s going on. Item names, monster names, technique names&#8230; almost all    of these are written in katakana, which is the Japanese way to write foreign    words. I assumed that all of these words were taken from English, so I gave    my best guess of what I thought they&#8217;d be. The problem comes with made-up words    like &#8220;AGAATORAAMU&#8221;, in which case I came up with what I thought the best English    spelling would be. The official English release mangles the spelling into &#8220;Argetlahm&#8221;    or something similar.</p>
<p>Chapter names are my creation. The game is not split into chapters, but I    wanted to divide the story up. Boss hit points are an approximation. They&#8217;ll    be close enough.</p>
<p>Also note that the official English spelling of Riruka is &#8220;Lilka&#8221;. Why, I    don&#8217;t know. It&#8217;s clearly written in large English letters &#8220;Riruka Eleniak&#8221; in    the Japanese manual.</p>
<p>To start the game, choose one of the three characters. If you choose Brad    first, start with Chapter 2. If you choose Riruka, start with Chapter 3. You    will need to complete all three before moving on to Chapter 4, but the order    doesn&#8217;t matter.</p>
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		<title>Ark of Time Walkthrough</title>
		<link>http://www.gamexperts.com/pc/ark-of-time-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/ark-of-time-walkthrough.php#comments</comments>
		<pubDate>Tue, 09 Jan 2001 02:57:26 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[ark of time]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=30</guid>
		<description><![CDATA[Caribbean
After talking to editor, leave office and (map screen) go to Carib Island. Talk to painter and get cup. Go Right to museum. Try to use cup with fountain, tap can&#8217;t be used without knob.
Enter museum. In Gallery, notice the Pirates wall hangings and the compass set on East (with message about South wind). Go [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Caribbean</strong></p>
<p>After talking to editor, leave office and (map screen) go to Carib Island. Talk to painter and get cup. Go Right to museum. Try to use cup with fountain, tap can&#8217;t be used without knob.</p>
<p>Enter museum. In Gallery, notice the Pirates wall hangings and the compass set on East (with message about South wind). Go up stair&#8217;s to gunnery. Notice cloth in wall and the shield on wall that seems like it should turn. Go thru alcove to library. Open window (see car below) look at ancient book and read letter in it. Return to painter and ask about Pirate.</p>
<p>Go to Beach: See flat rock in lower left of screen, with crack in it and crab crawling around. Open bungalow door and examine jacket (piece of cloth missing). Take the dirty mug and Mexican corn. Read Prof&#8217;s note&#8230;.about ancient tomb and church.</p>
<p>Return to museum. Use corn with fountain tap. Use cup with fountain. Take clear water to Painter (she &#8220;owes you one.&#8221;). Take dirty pot back.</p>
<p>Go to boat pier: Talk to sailor (learn about brother Tobias and his hunt for pirate&#8217;s treasure). Get professor&#8217;s magnet. Return to museum. and go to open library window. Use dirty water out window. Then use magnet on pirate compass (south) then go to gunnery. Turn shield on wall. Pick up piece of cloth and then enter passage to hidden room.</p>
<p>Hidden room: Pick up dagger. Take and read Columbus Manuscript. Open trunk with rags sticking out. Take Pirate&#8217;s parchment.</p>
<p>Go to pier and talk to sailor again. Show him manuscript and find out about his good luck crab. Bargain for trip.</p>
<p>Go outside museum. Use dagger on gum tree. Use bungalow mug on resin. And get fresh water again for painter.</p>
<p>Go to beach. Use resin on flat rock and then use crab bait. Walk away. (crab emerges and gets stuck). Pick up crab.</p>
<p>Go to painter: use crab. Use pot of clean water. Use crab again. Give rum and get crab.</p>
<p>Go to pier: Give crab to sailor and go diving.</p>
<p><strong>The Dive</strong></p>
<p>Go screen Left to &#8220;sub/ship&#8221;. in lower right corner of ship, discover compartment. Take the black box.</p>
<p>Go all the way to screen Right to see gate, portal and &#8220;machine&#8221; with slot for entry.</p>
<p>Return to mooring rope. Use mooring rope to return to map. (You won&#8217;t be coming back here until almost at the end of the game.)</p>
<p><strong>London</strong></p>
<p>Return to London and use black box with your editor. Listen to the recording. Map now has church on it. Go to church.</p>
<p>Go all the way to screen Right to find the cat and ladder and girl. Talk to her. Go back left and take leaky bucket.</p>
<p>Go around behind church corner to Farm. Use cloth with resin cup. use sticky cloth with bucket. Use bucket with cow to get milk. Return to cat and use milk on cat. Pick of cat. Use cat on broken window in church. (automatic scene) Use ladder.</p>
<p><strong>Inside Church</strong></p>
<p>Take urn with ashes. Unbolt door. Take bolt. Look at confessional booth. &#8220;use&#8221; confessional booth. Use bolt on booth to pry it away from wall. Enter secret passage.</p>
<p>Notice rat that&#8217;s lurking under stairway, near iron bars.</p>
<p>Walk into the archeological dig &#8220;tunnel&#8221;. Look at hieroglyphics on wall. Use urn/ashes on hieroglyphics (you may have to use a paper first). Look at sculpted picture of Stonehenge. Look at sculpted head, like Easter Island. Look at alcove ..see bones, take medallion.</p>
<p>Exit. Exit church (automatic scene of weather). return inside church and pick up &#8220;strange object&#8221; from window rubble.</p>
<p>Exit to map.</p>
<p><strong>London</strong></p>
<p>Map should now have Eastern Island and Stonehenge on it. But go back to your editor and give him the ash rubbings. He&#8217;ll recognize dialect and talk about Prince from Algiers. (puts it on map).</p>
<p>Exit and go to Algier Desert.</p>
<p><strong>Desert Fort</strong></p>
<p>Talk to woman outside tent. Go to other, larger tent. Try talking to him (get kicked out). Go to fort. Talk to guard. Talk to prisoner. In this conversation, you should find out abut Holy Man of mountain who could translate your hieroglyphics (puts cave on map) and he should also give you a ring for his wife so she will help you.</p>
<p>Go into Bazaar and talk to merchant (can&#8217;t do much now). Go back to L (wife) and hive her ring. Enter the tent.</p>
<p>Look at broken pot on floor. See hole in tent wall (caused by bullet). Exit and talk to L. She should tell you that a crash awoke her. Re-enter tent and look at base of pole &amp; &#8220;take&#8221; this hotspot to see bullet (should be able to line trajectory up with top of fort)</p>
<p>Go back to other tent and try to talk to the guy. Exit and talk to wife again. Get food for prisoner,</p>
<p>Re-enter fort. Notice locked door directly behind guard in the far wall. Give bread to prisoner. ask him how food was. He should give you lock pick.</p>
<p><strong>Desert Mountain/Village</strong></p>
<p>Look at jeep tire marks. Enter building. Talk to holy man (find out that man with eye patch stole gem that protects tribe &#8212; and that jeep took off toward &#8220;village&#8221;) Ask him to translate rubbings.</p>
<p>This should tell you about &#8220;strange object&#8221; from church. Go to the door in the cave, Lev. locator works. Ask holy man about door. (He&#8217;ll tell you about sacred word to open door to cave of mysteries.)</p>
<p>Exit cave and &#8220;use&#8221; tire tracks to follow thief to village. See jeep. Notice rusty hole in jeep, above front tire.</p>
<p>Enter butcher shop. Notice little bottle and rat bait. Talk to shopkeeper .</p>
<p>Go behind building to square and talk to one-eyed man. You can play the game as often as you want, but there is no reason to play until you have ability to rig game in your favor.</p>
<p>Return to butcher shop. Ask shop keeper about rat bait. He should let you take a croquette.</p>
<p>Return to cave area and exit to map and select Easter Island.</p>
<p><strong>Easter Island</strong></p>
<p>Talk to petty thief. It&#8217;s Tobias, the sailor&#8217;s brother. Ask about island. Then exit screen right to statues. Take shell necklace from the first statue. go screen right (lower corner) to get to lighthouse. Take glass jar off milestone. Enter lighthouse. You can&#8217;t do anything with broken light right now. Return to statues and then take screen right path (higher up than lighthouse) to take path to Tobias&#8217;s shack.</p>
<p>Talk to Tobias. Get the island picture from him. Take rubber tubing near the petrol can. Show the &#8220;m&#8221; parchment to Tobias. Show him rubbings paper&#8230;he&#8217;ll tell you about batcave at end of path (off screen left). Go to path and cave.</p>
<p>At cave, see termite hill and try to enter cave (too dark). Use rat croquette with empty jar (in inventory). Use bait/jar with termites. Take jar of termites.</p>
<p>Make way all the way back to airport and exit to map. Go to Stonehenge.</p>
<p><strong>Stonehenge</strong></p>
<p>See standing rocks and notice central rock. Nothing to do here now. Go To (upper screen left) to worker&#8217;s hut. Talk to worker. Use lockpick on hut door and enter. Take metal file from table and take plumb line from boxes in right corner. Exit back to map and return to Desert.</p>
<p><strong>Desert</strong></p>
<p>Talk to wife and ask her if she knows magic word for cave door. (royalty knows it.)</p>
<p>Ask guard why turret is closed. (locked door). Talk to prisoner and ask him if he knows the magic word for the cave of Mystery. He does, and makes a deal to tell you if you save him.</p>
<p>Create a snake by combining the rubber tubing, the plumb line and the shell necklace. use this fake snake on camel. Go into first tent and tell man that his camel, bolted. he send you to Bazaar merchant. Go to Bazaar and deliver message. He leaves (but you still can&#8217;t get past dog).</p>
<p>Leave Bazaar and take dish of dog food from open cell &#8212; do NOT feed this to dog until you can put drug in it.</p>
<p>Go to (now) empty tent of man and take shoe. Notice rifle. Leave and go back to cave.</p>
<p>Use metal file on &#8220;strange door&#8221; to get filings of the lev. metal.</p>
<p>Exit to map and go to Carib Island.</p>
<p><strong>Carib Island</strong></p>
<p>Talk to painter two times. Give her photo of Easter Island. Give her &#8220;M&#8221; parchment to use as canvass. Go to pier and tell sailor that you&#8217;ve found Tobias. Exit and go back to Desert Cave</p>
<p><strong>Desert</strong></p>
<p>Go to Village beyond the cave. Enter butcher shop. There should now be a piece of meat on dish on counter. Talk to butcher. You should find out that this is a camel carcass. Use jar of termites on the hunk of meat. After shopkeeper faints, take narcotic powder and the rat bait.</p>
<p>Go to Fort and use narcotic on dish of dog food. use on dog. Take small safe. Enter door and notice large safe. use chest &#8212; it moves to reveal a passage. Enter.</p>
<p>Take the silencer from floor. Use wall-steps to go to roof. Take cartridge case. Take telescope lens. Use shoe from tent with footprints in the corner.</p>
<p>Return to fort area and talk to guard. You should be starting to tell him about evidence. But he still needs more proof. Exit to map.</p>
<p><strong>English Church</strong></p>
<p>Return to the archeological dig below church and find rat &#8212; either below stairs or all the way at the iron bars at right end of dirt floor. Use rat bait on rat. Take the sleeping rat. (you won&#8217;t need him for quite awhile!). Return to map and go to Easter Island.</p>
<p><strong>Easter Island</strong></p>
<p>Go to Tobias&#8217; hut and give small safe to him &#8220;to crack&#8221; He tell you combo is 517. &#8220;use&#8221; safe and it should open. Get key inside. Return to Desert Fort.</p>
<p><strong>Desert</strong></p>
<p>Go to fort and use duplicate key on jeep which is once again parked by jail cells. Take contents of jeep &#8212; drive belt and flares. With back hatch open, you can now see license plate 517 &#8211; 462. (First number should be familiar). Enter Bazaar and hear two conspirators talking. Listen to tale of death of cursed camel. Follow them to back door and &#8220;use&#8221; door to observe them and hear their plot and about their contract &#8212; which is in large safe. When they go down passage, go to large safe and use combo (462) to open. Just set each number by using dials. Take contract.</p>
<p>Go talk to guard. this conversation &#8220;gives&#8221; the guard the rifle (you can&#8217;t do it directly). Then give him silencer. Then talk to him about plot and then show him contract. You get key to free Prince (automatic scene). You get magic words of Open Sesame.</p>
<p>Return to cave. and tell him sacred command. Go to inner cave and hear bout myth of gods fallen from sky. Notice mechanism, compartment and hole. Exit and return to map. Go to Stonehenge.</p>
<p><strong>Stonehenge</strong></p>
<p>Go to construction yard (worker shack). Use drive belt (from jeep) with worker. (automatic scene) Once he&#8217;s on the phone, you can click anytime, while he&#8217;s talking, which &#8220;releases&#8221; you to leave shack. You lever on tractor to lift stone. Enter underground room.</p>
<p>Take strange green object off pedestal and take thin bronze tube and take cracked crystal from center altar . You can now combine tube with cartridge case to create a make-shift blow pipe. Return to yard and then to map. Go to Easter Island</p>
<p><strong>Easter Island</strong></p>
<p>Go to lighthouse and enter. Use flares (from jeep) in lamp holder. Turn handle to shine light on cave. &#8212; but now air balloon block light from reaching cave. Exit back to map and go to Carib Island.</p>
<p><strong>Carib Island</strong></p>
<p>Get completed picture from painter. Take this fake treasure map back to Tobias at his shack.</p>
<p><strong>Easter Island</strong></p>
<p>Give fake treasure map to Tobias (automatic scene). Enter hut. Take chrome paint can and car jack and shard of glass that&#8217;s in broken window over washing machine. Leave hut and use gas burner on balloon to deflate it. Go to bat cave.</p>
<p>Enter bat cave (now lit by lighthouse). See graffiti, fountain and stone head carved in cave. Notice small hole inside mouth of head.</p>
<p>Use rubber tube with fountain, to divert stream of water, and enter secret passage. Pick up ancient parchment, use car jack with tombstone. Take medallion.</p>
<p>Return to head statues and talk to digging Tobias. Exit to map and go to Desert</p>
<p><strong>Desert</strong></p>
<p>Return to the inner cave and use Magnetium object (from Stonehenge underground) on hole in mechanism. Doesn&#8217;t power up. Holy man should tell you about sacred gem that was stolen, again.</p>
<p>Go to Village</p>
<p>Use telescope lens on rusty hole in jeep to start burn-through to tire. Go around to square and start to play game with crook. (automatic scene). Take mother-of-pearl snuff box under middle cup &#8212; you can&#8217;t take the wooden boxes under other cups. With box in inventory, use lev. filings with it. use this with dirty cup on table to return it to position. Crook should return.</p>
<p>Ask to play (automatic scene&#8230;.keep playing) He gives you gem.</p>
<p>Return to inner cave and give gem to holy man (automatic scene) Mechanism is now powered up. &#8220;use&#8221; helmet to see transmission from medallion that is *already* in the compartment. (don&#8217;t worry about instructions for reading other medallions, all you&#8217;ll have to do is insert them and use the helmet).</p>
<p>Open compartment and remove the medallion (that was already there, that you just heard) and insert medallion from Batcave. Use helmet. After this transmission, use parchment from her tomb and you should &#8220;see&#8221; coordinates that put Yucatan on map.</p>
<p>Open compartment and remove this medallion and insert medallion from Church. This gives you instructions on how to recharge to Lev. finder at Stonehenge&#8211; (Lev finder on center stone, put crystal cube on finder and when Red color, it&#8217;s charged&#8230;take finder away.) Exit to map and go to Yucatan.</p>
<p><strong>Yucatan</strong></p>
<p>Look at sunbleached rock and at plants. Go off screen R to Mystic&#8217;s hut. Look at marks on stone idol outside hut &#8212; these are a musical score.</p>
<p>Talk to Mystic&#8230;&#8221;come back with precise question&#8221;</p>
<p>Go back to forest and exit screen left (&#8220;above&#8221; rock) to Pyramid. See boa constrictor by Mayan Head. Go to (chamber) door &#8220;behind&#8221; Mayan head &#8230;see 4 buttons and push them to learn that they control movement:</p>
<p>left up right down</p>
<p>Return to Mystic&#8217;s hut and talk to him about what you have discovered. He tells you secret for entering pyramid: you need a snake, a yellow flower of sun, egg of bird and bone of animal cursed by man (this last item should remind you of your desert carrying-ons)</p>
<p>Return to pyramid and approach boa. Use sleeping rat on it. Take snake. Go around behind (left corner) or pyramid and see nest us by top of pyramid. Use make-shift blow pipe (bronze tube combined with cartridge case) with nest. Examine fallen nest and take egg. Return to forest area.</p>
<p>Use chrome spray with shard of glass (from Tobias&#8217; cabin) to make mirror. Use mirror on sun-drenched rock to turn flower yellow with sun. Pick the flower. Return to mystic with snake, egg and flower. Exit to map and go to Butcher shop in Desert Village.</p>
<p><strong>Butcher Shop</strong></p>
<p>Talk to butcher. Look at thigh bone. Talk to butcher again and buy the bone. Take bone. Return to Yucatan.</p>
<p><strong>Yucatan</strong></p>
<p>Go to mystic and give him gone. (automatic). Talk to mystic when he finishes (you now have musical pipe in your inventory). use pipe with Marks on Idol to play the pipe.</p>
<p>Go to snake room in pyramid and move mechanism ..up, up, right, up, up, down, up. this opens back door of pyramid. Exit and go around to now, opened, door. See painting of medallion being thrown into water. Return and ask mystic about drawing (automatic) Exit on path to Lake that now appears. You can&#8217;t get past croc.</p>
<p>Metal Net</p>
<p>Easter Island: go back to digging Tobias and talk to him. (automatic scene).</p>
<p>Carib Island: go back to sailor on pier and tell him Tobias found treasure. He leaves. Take metal net and return to small lake in Yucatan.</p>
<p>Yucatan:</p>
<p>Use metal net with croc. Notice stone idol by lake &#8212; and the way the faces are facing. Go tell mystic that you have trapped croc. Enter his hut. Open his &#8220;coffer&#8221; trunk, see and take the 8 stone faces. Return to back of pyramid and enter inner chamber.</p>
<p>Place faces in 4-square tile openings, on either side of door, to match to stone idol.</p>
<p>1. top is two smiles, facing inward toward each other and bottom is two frowns, facing outward</p>
<p>2. top is two frowns, facing outward and bottom is two smiles, facing inward toward each other.</p>
<p>This opens door at top of stairs in the front of the pyramid. Go to it. See heads/masks along the wall. Notice that touching crystal in mouth changes its color. Nothing you can do now.</p>
<p>Return and talk to mystic. Ask him about his swim, he will give you medallion. Ask about crystals. Exit to map and go to desert cave of holy man.</p>
<p><strong>Desert Cave</strong></p>
<p>Take medallion to reader mechanism. Use in compartment. Use helmet.</p>
<p>This transmission tells you that to enter *his* tomb, you need lev finder, fully charged and you need to solve the logic problem of the colored crystals in heads on walls. After transmission, remove medallion from mechanism. If you click on it in inventory, he will repeat the logic rules.</p>
<p><strong>Pyramid</strong></p>
<p>Return to pyramid mask room and set crystals in head/masks:</p>
<p>Head Black Blue Red Green Yellow</p>
<p>Crystals Blue Red Green Black Yellow</p>
<p>Enter tomb and take (uncracked) crystal cube from altar. Exit and return to map and go to Stonehenge.</p>
<p><strong>Stonehenge</strong></p>
<p>Go to central rock. Put lev. finder on central rock. Use crystal cube on it. Click on this stuff, to pick it up, when color shown is yellow (with the delay , this will really pick it up when color is red). Inventory should say &#8220;recharged lev. finder&#8221; Return to tomb in pyramid. Use charged lev. finder with octagon-hole in tomb. Inside tomb, pick up dolphin disk. Exit and go to map and go to Carib. Island.</p>
<p><strong>Carib</strong></p>
<p>Go to pier, sailor should be back. Talk to him. After he tells you story, ask him to take you out to ocean again.</p>
<p><strong>Atlantis</strong></p>
<p>At bottom of ocean, go screen right to gate. Use dolphin disk in portal lock Enter (automatic)</p>
<p>See broken control panel near door. Try to open door &#8212; dialog with occupant.</p>
<p>Open drawers in large file cabinet. Then use file cabinet to climb to pipes. Walk to air vent on right, and use your press pass on vent. Return to door and talk to Helen.</p>
<p>Go down hall on screen left to elevator room. Read journal near skeleton. Use button to go down. Notice 3 locked doors to screen right, with colored disks above each. Also notice canister mechanism to screen left. Take elevator up and up again &#8212; to prison room. (automatic scene) He should give you key to filing cabinet that holds instruction to canister mechanism on lower floor.</p>
<p>Ask prof how to free him ..you should hear about &#8220;they have key&#8221; and &#8220;need something to knock them out from far away.&#8221; Go to air vent and Use it, to overhear their conversation.</p>
<p>Return to Helen. Use key (from prof) to open drawer in small cabinet to get instructions. Look at them. The white one is the general instructions and each color is the code for that colored/disk door. Return to mechanism on lower floor.</p>
<p>Mechanism:</p>
<p>Buttons under canister send contents of above canister to the canister of that (button&#8217;s ) color.</p>
<p>Red: White fills Red canister (only when all are empty) with 8 units</p>
<p>Green sends liquid to Green (up to 5 units)</p>
<p>Blue sends liquid to Blue (up to 3 units)</p>
<p>Green: Red sends liquid to Red</p>
<p>Black empties Green canister</p>
<p>Blue sends liquid to Blue (up to 3 units)</p>
<p>Blue: Red sends liquid to Blue</p>
<p>Green sends liquid to Green canister</p>
<p>Black empties Blue canister.</p>
<p>Blue Door: Code of Red/0 Green/3 Blue/3</p>
<p>Fill Red (white button). Send Red to Green. Send Green to Blue &amp; empty green. Send red to Green.</p>
<p>Go to room and take water. Use control to open airlock door. Exit room.</p>
<p>Red Door: Code of Red/0 Green/2 Blue/2</p>
<p>Fill Red. send red to green. Send red to blue. Send green to red. Send blue to green. Send red to blue. Send blue to green. empty blue. send green to blue. empty blue. send red to blue.</p>
<p>Go to room. See empty frig, take container of white powered lime. Take alcohol. See beaker and beaker valve and thermal heating device.</p>
<p>Green Door: Code of Red/0 Green/1 Blue/1</p>
<p>Fill red. Send Red to Green. Send Red to blue. Send green to red. send blue to green. send red to blue. Send blue to green. send green to red. send blue to green. send red to blue send blue to green, send green to blue. empty blue. send red to blue. empty blue . send red to blue.</p>
<p>Go to room. see pumps schematic and notice pipe with rubber valve. This pipe is liquid chlorine. Use empty syringe with rubber valve to get syringe full of chlorine.</p>
<p><strong>Professor</strong></p>
<p>Return to professor and show him chlorine, syringe, bottle of alcohol, lime bottle and distilled water. He tells you that you have makings of chloroform. Instructions:</p>
<p>Put water, lime and chlorine in beaker and boil. (you get salts of lime chloride)</p>
<p>Dissolve these salts in alcohol.</p>
<p><strong>Laboratory</strong></p>
<p>Use water, lime and chlorine with beaker. Use thermal device. Look at beaker. This is lime chloride. Use empty jar with beaker valve. Use valve. Use alcohol with jar of lime chloride. You now should have jar of chloroform.</p>
<p><strong>Professor</strong></p>
<p>Go back to professor and talk to him. Use jar of chloroform with air vent outside the control room (automatic) Use door lever and then enter room. Take small key on wall on right. Return to prof and use key on handcuffs. (automatic) Go back into control room and open small doors on each side of control desk. Take small weight from door on left to disable gyroscope.</p>
<p><strong>Escape</strong></p>
<p>Go to decompression chamber and discover the lever dilemma.</p>
<p>Use plumb line with water container. Go to lab room. Put container in refrig. Close door and then open door. Take frozen container back to decompression chamber. Use frozen container on control lever. Use small weight on this set-up.</p>
<p>Rest is automatic&#8230;</p>
<p>by Mary McBride</p>
]]></content:encoded>
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		<title>Megaman Legends Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/megaman-legends-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/megaman-legends-walkthrough.php#comments</comments>
		<pubDate>Mon, 24 Apr 2000 18:06:03 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[megaman legends. playstation]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=1128</guid>
		<description><![CDATA[Note! This title is also known as Rockman Dash
Short Walktrough ver. 3rd
by. Grandchester Resurrection &#38; Urameshi Yusuke
Hi, welcome to our Rockman Dash Short Walktrough. This is just a short walktrouh, not the complete walktrough. So we suggest you to explore harder. Feel free to distribute, however in its current form. Well, lets starts !!!
BUTTON LEGENDS:
D-Pad [...]]]></description>
			<content:encoded><![CDATA[<p>Note! This title is also known as Rockman Dash</p>
<p>Short Walktrough ver. 3rd<br />
by. Grandchester Resurrection &amp; Urameshi Yusuke</p>
<p>Hi, welcome to our Rockman Dash Short Walktrough. This is just a short walktrouh, not the complete walktrough. So we suggest you to explore harder. Feel free to distribute, however in its current form. Well, lets starts !!!</p>
<p>BUTTON LEGENDS:<br />
D-Pad &#8211; Move Rockman<br />
Circle &#8211; Talk, Search, Roll (push the D-Pad for direction) etc<br />
Square &#8211; Shoot (L-Arm)<br />
Triangle- Use Special Weapon (R-Arm)<br />
X &#8211; Jump<br />
R1 &#8211; Rotate Right<br />
R2 &#8211; Move Camera<br />
L1 &#8211; Rotate Left<br />
L2 &#8211; None<br />
Start &#8211; Menu Screen<br />
Select &#8211; Map</p>
<p>MENU SCREEN TRANSLATION:<br />
Item &#8211; Weapon part list<br />
Special Item &#8211; Key Item (armors, crystals, etc)<br />
L-Arm Status &#8211; Status for your L-Arm weapon<br />
R-Arm Status &#8211; Status for your R-Arm weapon<br />
Option &#8211; Option</p>
<p>WALKTROUGH:<br />
- You&#8217;ll start your game in a big dungeon&#8230; This dungeon is very easy, because it is your first mission, and you have to learn the basic moves here.<br />
- After you finished the first dungeon, there will be a long scane&#8230; Introducing the other characters. Anyway, you&#8217;ll be in your plane.<br />
- After your plane crashed, go to the north, where you can find a city. Go trough the N door.<br />
- Inside, talk with the people in the weapon shop. It located in the top-right of the town.<br />
- Then, go out of the city. Find a round building. Go trough it&#8230;<br />
- Save the guy who kidnapped by some robots.<br />
- Go back to the weapon shop. Talk with the people there, and they&#8217;ll give you an item.<br />
- Go out of the city and talk to a Roll-Chan (Rockman friend) near a car.<br />
- Then, a police-man will come and give you a C key.<br />
- Go back to the city, find a group of kids. go to them and hold the circle button. Then they will let you go to N door.<br />
- Go to the north, through the other N door. Find the biggest house in the middle of the city. Talk to the police-man in front of the house.<br />
- Inside the big house, talk to the old man there. Then go out to the south, trough the S door.</p>
<p>- You&#8217;ll see a funny scane. Then talk to the woman, and kick the dog.<br />
- Go out of the city. Talk to Roll-Chan near the car.<br />
- Go back to the middle of the town&#8230; Trough N door twice.<br />
- After a scane, you&#8217;ll face a series of battle. Your first battle is against three robot, you&#8217;ll receive a key after the battle. The next battle is against a woman that you saved from a dog. After that, save your game before you trough the locked door.<br />
- Inside the locked door, you&#8217;ll fight a lot of robots&#8230; We suggest you to kill the flying robot first.<br />
- After you beat them all, a big robot will come. Beware, he is very tough!<br />
- After you win, you&#8217;ll get the B key. Go trough the N door (guarded by a police-man).<br />
- Go stright, go inside a cave, then cross the bridge, finally go to the right to find another cave.</p>
<p>- Save your game, then go inside the cave. You&#8217;ll fight a boss there.<br />
- To beat that boss, climb the highest place. Wait until the driver go out of his robot, then shoot him&#8230; Don&#8217;t forget to equip Rockman with a long range weapon.<br />
- Here&#8217;s a tip from KazK MM (kazk@hotmail.com) After you get youself to the highest place, instead of shooting it from a distance, you can actually jump on the boss (where the little robot comes out and throw bombs at you) when it get very close to you. While you are on the boss, move away when the little robot comes out then keep shooting at the opened door when the little robot is walking back inside. Sometimes the robot arms will try to knock you off, and you can get away from it by moving left and right, and the funny part is that the arms will sometimes hit the head of the robot and causing damages to itself.<br />
- After you win, go to the southest building in the map. You have to find three items here</p>
<p>- After win in this mission, go back to the city. Then go trough the W door.<br />
- Go to Willy&#8217;s boat. Talk with the man behind the cashier.<br />
- Go out of Willy&#8217;s boat. Use your Handphone. Roll-Chan will come. Talk to her.<br />
- Back to Willy&#8217;s boat. Talk to a man near the sub-marine.<br />
- After a scane, you&#8217;ll fight a boss.<br />
- After you win, go inside a buiding in the middle of the lake. In this building, you have to find three item.<br />
- Back to Willy&#8217;s boat. Then talk to Roll-Chan outside the Willy&#8217;s boat.<br />
- OK&#8230; maybe we was wrong in our last FAQ. We said &#8220;Go trough the E door, then enter the N door. Go stright to pass the other N door. As soon as you pass the second N door, go back for a scane&#8221;. Thanks to KazK MM who correct us:<br />
- I found that to get the scene, you actually have to go to the mayor (i think) inside the building where it was being by lots of robots earlier in the game. Talk to her and pay her money to rebuild different parts of the city. (I was not sure which ones are necessary so I rebuilt them all.)<br />
- Then you can go to the &#8217;second N door&#8217;, which is right behind the mayor&#8217;s building. (I hope you state this out because I had a hard time finding it, so for the sake of people like me, who is having problem with directions, please state this.). Then talk to the man outside, come back etc&#8230; Finally you can get back on track with your FAQ, ie going to the police station (i think this is one of the building you rebuilt) and so on&#8230;<br />
- Go to the Police Station. Talk to the man in the yellow jacket twice.<br />
- Go out of the Police Station, and enter the S door.</p>
<p>- After a scane, you have to find two bombs. The first one is located in the roof of a building. And the other is located in the ground near the firt bomb.<br />
- Go back to your plane, talk to Roll-Chan. Choose the third answer.<br />
- Rool-Chan will take you to a tower. In there, you have to use the Powered Buster to break the roof.<br />
- Inside, find three items to open the final dungeon.<br />
- Go out from the tower. Save your game, and talk to Roll-Chan. Choose the thrid answer.<br />
- After that, you fill fight a series of battle (again!)<br />
- After you win that battle, go to the final dungeon.<br />
- Inside, you have to find a room with two huge door in the left and right. Enter the left door. You&#8217;ll see a hanger. Enter that hanger, then you&#8217;ll fight a very tough and very big&#8230; The biggest boss.<br />
- After you win (we hope) go inside a black building (this building appear after you beat the boss). Find a key in that building.<br />
- After you get the first key, go out of the final dungeon. Go to the middle of the city. You&#8217;ll find a black building too. Like the first building, you have to find a key here.<br />
- After that, you have to find the last key. It located in the western city (near the Willy&#8217;s boat). In this building, you have to beat a boss.<br />
- After obtained three keys, go back to the final dungeon&#8230; Put these keys in a locked door. There will be a scane with the final boss.<br />
- After that scane, you have to find the final boss there. After that, you&#8217;ll face him&#8230; Good luck !</p>
<p>TIPS:<br />
In a dungeon, if you see a hole in the wall, check it. Usually it contains Zennys or Weapon Parts.</p>
<p>Well, I hope you enjoyed our guide. And, if anyone has any correction or want to add something please mail us. Your contributions will be noted.</p>
<p>We&#8217;re Not Prefect. So what do you guys think&#8230; This is our walktrouh&#8230; Our section&#8230; We know, we are not perfect&#8230; This walktrough isn&#8217;t perfect yet&#8230; So we want all of you to make it as perfect as possible&#8230; Send us your tips, tricks, weapon list, enemy list, or anything else about this game&#8230; It&#8217;s fun to help someone&#8230;</p>
<p>Thanks for reading !!!</p>
<p>Special thanks to<br />
- KazK MM (kazk@hotmail.com)&#8230; Thanks for the tips&#8230; It&#8217;s really helpful. Thanks again for the correction.<br />
- Root-D and DEL&#8230; Thanks for your help finishing this game</p>
<p>Grandchester Resurrection &amp; Urameshi Yusuke<br />
E-Mail : grandc@indosat.net.id</p>
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		<title>Resident Evil Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/resident-evil-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/resident-evil-walkthrough.php#comments</comments>
		<pubDate>Sat, 05 Feb 2000 23:52:51 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[resident eveil]]></category>
		<category><![CDATA[survival]]></category>
		<category><![CDATA[third person]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=992</guid>
		<description><![CDATA[*NOTE: It&#8217;s up to you if you want to just run past the zombies (or go ahead and kill them.) A good way to kill them is by one shot of the shotgun. Wait until they&#8217;re up close to you and fire. The zombie&#8217;s heads will literally explode.
1 &#8211; Start the Jill storyline and with [...]]]></description>
			<content:encoded><![CDATA[<p>*NOTE: It&#8217;s up to you if you want to just run past the zombies (or go ahead and kill them.) A good way to kill them is by one shot of the shotgun. Wait until they&#8217;re up close to you and fire. The zombie&#8217;s heads will literally explode.</p>
<p>1 &#8211; Start the Jill storyline and with Barry run into the dining room. Get the emblem and go into the next room. Kill the zombie and get ammo.</p>
<p>2 &#8211; Return to Barry and the to the main hall. Get lock-pick and head off to the right room. Don&#8217;t bother with map and ink ribbon.</p>
<p>3 &#8211; Enter hell hound room (where 2 hell hounds leap out of the window at you.) Either a-)kill them or b-)run past them and quickly grab the clip by moving the second cabinet.</p>
<p>4 &#8211; Go through the door at the end of the hound room and pick up the plant. Go into the shotgun room and take it. Leave and the ceiling should come down on you. Barry will come and save you in the nick of time.</p>
<p>5 &#8211; Go into the next hallway (door across the shotgun door) and run into the picture room (the room with the crows/ravens and paintings.) Flip the switches in order from new born baby, infant, young boy, young man, middle aged man to bold old looking man. Flip the last switch to get the medallion.</p>
<p>6 &#8211; Leave room and run to the storage room. Pick up plant chemicals. Exchange items&#8211;take only shotgun, beretta, and clips (herbs if you think you&#8217;ll need them).</p>
<p>7 &#8211; Leave storage area and go up stairs. Kill the right zombie. Run down the hall and through door. Run down hall into the main hall-upstairs. Barry will be there to give you acid rounds for the bazooka. Run over to the patio room to see dead Forest. Get bazooka.</p>
<p>8 &#8211; Return to main hall upstairs. Go across to next room and enter upstairs dining room. Kill left zombie and push statue down. Exit through back door.</p>
<p>9 &#8211; Kill zombies and go down stairs and go into second storage room. Feel free to save your game with the ink ribbon on the bed. Exchange items&#8211;take chemicals, wooden emblem and weapons you feel good with.</p>
<p>10 &#8211; Run to nursery and poison the plant. Get key. While there, pick up red and green chemicals. Mix them to save room and have good healing items. SAVE atleast three spaces in inventory.</p>
<p>11 &#8211; Go down hall into the caretaker&#8217;s room. Pick up clip and go to desk. Kill zombie from closet (one good quick shotgun blast to head) and pick up ammo (don&#8217;t need to pick up diary. Waste of time&#8230;) for the shotgun. MAKE SURE you still have atleast two spaces still.</p>
<p>12 &#8211; Exit room and turn right, down to the door. Unlock door and you should be in the hallway where Kenneth&#8217;s body is. Turn left into the Bar/Piano room. Get sheet music and play piano. Go in the secret room and exchange emblems.</p>
<p>13 &#8211; Return to dining room. Place gold emblem over fireplace and get armor key. Run around table and pick up blue gem. (Inventory should be about full)</p>
<p>14 &#8211; Return to hall (where Kenneth&#8217;s body is) and turn right and take first door on left. This will take you back to the hall with the nursery and tiger statue. Go to tiger statue room and exchange blue gem for the medallion.</p>
<p>15 &#8211; Go to the back door (the hall with the ammo room and storage) and enter the ammo room. (The room with the broken shotgun.) Pick up clip and shotgun ammo. Should be able to carry these because hopefully you already have these in inventory.</p>
<p>16 &#8211; Return to storage room down the hall. Exchange items&#8211;take armor key, ammunition for beretta and shotgun. Run back to dining room (lower-level. NOT UPPER level.) Run into the main hall way (LOWER LEVEL).</p>
<p>17 &#8211; Go across into the second door (the locked one that requires the armor key. Unlock and go in. Get clip on the desk and kill zombie. Get shotgun ammo in locked desk. Leave into main hall. Go up the main hall stairs and go right into the hallway. Run to the suit of armor room and get medallion. (Don&#8217;t forget to move the statues over the poison gas holes.)</p>
<p>18 &#8211; Leave and run to the attic door. Unlock and enter and see Richard (if you have space, pick up the green plants). Talk to him and run back to storage room and get serum. May want to save game here just in case. Exchange items&#8211;stock up on healing products, shotgun and ammo (hopefully, your shotgun and ammo will be enough. If you&#8217;re not that good at killing the snake, then take bazooka too.) TAKE SHIELD KEY also (the one behind the clock) with you. Don&#8217;t need the armor key anymore. Run back to Richard.</p>
<p>19 &#8211; Get the radio (who cares&#8230;) and enter the attic. If you want to, you can run next door to the candle room and get a clip. You won&#8217;t be able to the shotgun shells because you don&#8217;t have your lighter yet.</p>
<p>20 &#8211; Kill the snake. Remember to heal yourself occasionally. Pick up medallion and shotgun shells.</p>
<p>21 &#8211; Leave and assuming you&#8217;ve been poisoned, Barry will save you. If not, go to the next step (22). Wake up in bed, and run to storage box. Exchange items&#8211;take all four medallions and weapons. Run across to the dining room, out into the main hall.</p>
<p>22 &#8211; Exit out the back door and go to the mantle/medallion placement door. (The place where you put the medallions.)</p>
<p>23 &#8211; Place medallions and enter the garden room. Push the stairway and climb. Get the crank. Leave into courtyard. Pick up plants and mix red and green together. Kill hounds FIRST. Pick up blue ones on other side and mix also. Run across to opposite gate and use crank to open flood gate/dam. Go down ladder and up to other side. Run to the elevator. Here the radio will go off. Just ignore it because it takes up time and is not necessary for the story. Every minute counts&#8230;.</p>
<p>24 &#8211; Either kill or run past hounds below. Cross over to the opposite gate. Pick up and mix plants. Kill hounds. (Not necessarily in that order.)</p>
<p>25 &#8211; Enter dormitory. Push statue over the hole (the one where the plant grabs you.) Enter storage area. Pick up ammo and health spray. Save game. *NOTE: If you feel like saving the game more often, that&#8217;s fine too. Just do it whenever you make a trip to the storage room.</p>
<p>26 &#8211; Exchange items&#8211;Just take weapons and ammo.</p>
<p>27 &#8211; Cross over to next dormitory room (001). Kill zombies and get Red book. Enter bathroom. Drain tub and get C-Room Key.</p>
<p>28 &#8211; Cross over to the other hallway (past the statue over the plant hole) and enter the room with the key pad and wasp/hornet nest. Run past nest and get dorm key (002). Return into the previous hall and run to the end room using the dorm key. Discard key. Go into room and push bookcases away to reveal ladder down. (Don&#8217;t pick up item on bed, just waste of time. Plus, if you feel like you need ammo, run into the bathroom, kill zombie and pick up clip in sink.)</p>
<p>29 &#8211; Go down ladder and push crates over the water space. Run down into the water and enter the shark room. Run directly to the Control Room and use the key. Discard key and enter room (before the shark has a chance to get to you.) Push lever and remove water from lower level. Push button to open next door.</p>
<p>30 &#8211; Enter next door. Pick up two clips and two boxes of shotgun ammo. Pick up dorm room key (003) also. Run out and back up ladder to dorm room 002. If you have space along the way, pick up plants and fill inventory.</p>
<p>31 &#8211; Run back to storage and stock up on weapons and healing medicines, take dorm key (003) and red book with you. Save game would be advised.</p>
<p>32 &#8211; Run to dorm room 003 (the room next to the wasp nests and key pad.) Enter the room and go into the bathroom, killing zombie and picking up the flame rounds. Exchange books with the red book, revealing secret door.</p>
<p>33 &#8211; Enter secret door and kill big plant. It will wither, but not be dead. It will then pick you up and then Barry will come and save you. Run to the fireplace and get key. Go to step 34. If you feel that you can&#8217;t kill the plant the first time you&#8217;ll need to return to step 31 and now follow along these ideas.</p>
<p>31a &#8211; If you don&#8217;t think you can take on the plant, you&#8217;ll need to make v-jolt. Exchange items&#8211;make sure you have four empty spaces! Take the red book and dorm room key 003. Pick up the flame rounds in the bathroom and exchange books. Walk through the door and exit the other door before you have to seriously fight the plant. Run to the chemical room and on the key pad punch in 3-4-5. This will unlock the door. Pick up empty bottles and mix together v-jolt.</p>
<p>32a &#8211; Run down to dorm room 002 and return into the shark room. Enter the room with the roots and put v-jolt on the roots. Return up to the storage room and stock up on weapons and medicine.</p>
<p>33a &#8211; Return to the plant via the double doors (not dorm room 003) and kill plant. Get key in fireplace.</p>
<p>34 &#8211; Return to mansion. Kill the hunter that follows you after entering the mansion. Go into the room on the left and get doom book 1. (No need to get ammo for the Colt Python.)</p>
<p>35 &#8211; Go next door into the storage room and stock up on new ammo and items. Exchange items&#8211;take weapons and healing and helmet key. Going to fight the snake next, so may be wise to save your game.</p>
<p>36 &#8211; Go upstairs and left to the fireplace room (the room where you used the lighter to get the map.) Go through the door to the right and go to the piano. Click on it and the snake will come out. Kill snake and look at hole while it&#8217;s dying. Barry will come in and help you. Fall in and push switch on grave. Wait for Barry to return before going down. Get pass code then go back down hole. MAKE SURE YOU&#8217;LL HAVE ROOM FOR THE ELEVATOR BATTERY AND EXPLOSIVE ROUNDS. IF NOT, RETURN TO THE STORAGE ROOM B EFORE GOING DOWN. Go down the ladder under the grave.</p>
<p>37 &#8211; Kill zombies and get shotgun ammo to the left. Run down hall to the door. Go down next hall and skip the zombies eating the person. They&#8217;ll leave you pretty much alone.</p>
<p>38 &#8211; Enter kitchen and go right to the elevator. Kill the zombie on the ground. Hopefully, you have two spaces still. Go up the elevator and kill zombie. Go into the closet and get the battery for the elevator and some explosive rounds.</p>
<p>39 &#8211; Back track exactly the way you came from and return to the ladder and hole (the place where you killed the snake). Return to the storage room downstairs and exchange items&#8211;take battery, crank, and weapons, especially the bazooka (healing also would be nice since the spider&#8217;s next. Have about two empty slots). And if you have an ink ribbon with one slot, go ahead and take it. Make sure there&#8217;s one slot so it&#8217;ll disappear when you use it.</p>
<p>40 &#8211; Go out into the garden and cross over to the elevator on the other side of the pond. Go down elevator. Go to other elevator, install battery. Go up and over to the flood gate/dam. Use crank closing the gate and return to the newly powered elevator. Go down and enter the ladder down (the one behind the waterfall.)</p>
<p>41 &#8211; Go into the door on the right and see Barry. When he asks to go with you, say yes, but have him lead. Follow him and enter. He&#8217;ll kill a hunter guy and then follow you. Run into the back room and pick up ammo and health spray. MAKE SURE YOU HAVE ATLEAST ONE SPACE FOR THE HEXAGONAL CRANK. Go into the room where Enrico is and follow storyline. If you have room for a clip, pick up clip on Enrico&#8217;s body, but MAKE SURE YOU HAVE ONE SPACE FOR THE HEXAGONAL CRANK. Run and pick up crank and run out. Just run past the new hunters, or kill them, but running past would be advised to save time and ammo.</p>
<p>42 &#8211; Go to first hall way and run over to typewriter. Save game if you have a ribbon. Use crank on hole and turn hallway. Go down hall and past door. Turn right and run to the boulder. Then start running back. The boulder will follow, run to safety. Then run and get flame rounds. If you&#8217;ve been killing the hunters, then one won&#8217;t open the door and follow you. But there will be one next to the crashed boulder. If you ran past them, one will open the door as you get to the flame round and attack you. Kill him or run past him to the door beyond the smashed wall boulder. There won&#8217;t be a hunter in there.</p>
<p>43 &#8211; Go beyond the door and kill the spider. It is possible to kill it with two blasts of the flame round as long as they hit it&#8217;s body and not the legs. Pick up knife if you don&#8217;t have one in inventory and swipe open the door. Hopefully you&#8217;ll have a space for the knife in inventory (you probably used an herb fighting the spider.) If you don&#8217;t have room for the knife, just get bitten a few times by the baby spiders that pour out and then use an herb. Go to the left and enter storage. Pick up healing products and save game or don&#8217;t. Exchange items&#8211;take doom book 1 (eagle medallion if you already opened it), weapons and hexagonal crank. Run down hall and enter the second boulder stretch. You don&#8217;t need to run from the boulder, just use the crank three times and enter the room where the second doom book is.</p>
<p>44 &#8211; Get second doom book and open. Get medallion. Go up the elevator into the garden where the fountain is. Place medallions accordingly and pick up herbs. Go down fountain and enter elevator. Go further down the ladder and enter the room with the storage box. Exchange items, or don&#8217;t. Run across into the room. Kill zombies and go downstairs. Go to the left into the computer room and login. Use JOHN for login and ADA for password. Unlock door on B2 with password MOLE. Return upstairs to the now unlocked room.</p>
<p>45 &#8211; Run over to the panel and open it. Push the button and then get the Lab key. Run back down into the lab and go to the door to use the lab key on. Run across to the storage room and stock up on healing and save the game. Exchange items&#8211;weapons and healing. Run out door and down to the left to give power to the elevator.</p>
<p>46 &#8211; Enter room. You don&#8217;t have to kill the ceiling creatures. Just run to the right and use the terminal there to give power to the elevator. Run to the back of the boiler room and open door. Go down the corridor to the right and enter the room with the triggering computer and the circuit computer. Activate the elevator and run out of the boiler room.</p>
<p>47 &#8211; Run over to the now operational elevator. Barry will join you and follow story line. Kill Tyrant. It&#8217;s easy if you just shoot and run. Shoot and run. You&#8217;ll probably never get hit, but try to kill him quick.</p>
<p>48 &#8211; Barry and you will escape. After the elevator ride run to the emergency elevator, All you should have to kill along the way are two ceiling monsters and three zombies. Feel free to use bazooka and whatnot to kill them quickly. Run out the emergency door. Barry will be waiting for you. On your way you&#8217;ll cross the storage box. Exchange items&#8211; all you need now is healing. MAKE SURE YOU HAVE ONE SPACE EMPTY FOR THE SECOND ELEVATOR BATTERY.</p>
<p>49 &#8211; Run over the battery (the radio will go off automatically and you&#8217;ll have to listen to it.) Pick up battery and place in elevator. Go up elevator. Leave elevator and pick up flare. Use flare. (You don&#8217;t have to walk out a ways or anything. Just use it right away if you want.) Tyrant will come out, just avoid him and run around till the helicopter drops the rocket launcher. Kill Tyrant.</p>
<p>50 &#8211; The End. Hopefully, this will take you less than three hours. (I did it with 2:09:10 and 11 saves.) Restart game with Rocket Launcher. Blow thy enemies to little pieces. Smile with a big grin&#8230;&#8230; That&#8217;s about it. Please make any necessary adjustments and such according to your style of play. If you feel you need to carry more weapons than healing that&#8217;s fine, or vice versa. But it&#8217;s definitely worth it to run around with the Rocket Launcher. It&#8217;s kind of funny when you play it again with a Huge Rocket Launcher in your arms and when Barry gives you the acid rounds, you ask him what about him, and he says, &#8220;I have this!&#8221; and you&#8217;re carrying this huge weapon &#8216;o destruction. Or if/when you meet him on the balcony to see Forest and he says to you, &#8220;Take this (bazooka). You don&#8217;t have a weapon Jill.&#8221; And there you are carrying a Rocket Launcher in your arms. Anyways, good luck to everybody and enjoy&#8230;..</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Goblins 2 Walkthrough</title>
		<link>http://www.gamexperts.com/pc/goblins-2-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/goblins-2-walkthrough.php#comments</comments>
		<pubDate>Thu, 25 Feb 1999 18:58:51 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[goblins 2]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=934</guid>
		<description><![CDATA[Part 1 &#8211; Village, Fountain, Wizard, Giant
Problem: The Village &#8211; Part I.
Hint:
Speak to the Notable. He&#8217;s the one sitting on the porch. Talk to the two old men with both Fingus and Winkle. You need to get their bottle. Have Winkle try to steal the sausage while he is standing on the ground. While the [...]]]></description>
			<content:encoded><![CDATA[<p>Part 1 &#8211; Village, Fountain, Wizard, Giant</p>
<p>Problem: The Village &#8211; Part I.</p>
<p>Hint:<br />
Speak to the Notable. He&#8217;s the one sitting on the porch. Talk to the two old men with both Fingus and Winkle. You need to get their bottle. Have Winkle try to steal the sausage while he is standing on the ground. While the two old men laugh, Fingus can take the bottle. Go to the Fountain.</p>
<p>Problem:<br />
The Fountain &#8211; Part I.</p>
<p>Hint:<br />
Use Fingus to turn on the fountain. Use Winkle to place the bottle under the jet of water. Use the full bottle of water on the Toad with Winkle. Pick up the stone that was under the frog. Knock on the Wizard&#8217;s door and talk to him. Have Fingus use the stone on the mechanism. Make Fingus pull down the ladder rung and have Winkle climb the ladder to the roof. Have Winkle enter the chimney and enter the Wizard&#8217;s house.</p>
<p>Problem:<br />
The Wizard&#8217;s House.</p>
<p>Hint:<br />
Talk to the Wizard with Winkle and Fingus. Have Winkle step on the tiger&#8217;s tail. Take the matches in the tiger&#8217;s mouth with Fingus. Use the matches to light the fire under the kettle. Pour water in the kettle. The poster will be partly steamed off the wall. Blow the fire out by touching the kettle. Take the spring key. Have Fingus use the key on the cuckoo-clock. When the cuckoo comes out with the big key, use Winkle to throw a stone and knock the key down. Take the big key and leave.</p>
<p>Problem:<br />
The Fountain &#8211; Part II.</p>
<p>Hint:<br />
Open the door of the cellar with the key. Take the wine and go to the village.</p>
<p>Problem:<br />
The Village &#8211; Part II.</p>
<p>Hint:<br />
Use the bottle of water to water the flowers. Make Fingus give a flower to the Notable. Place Winkle on the platform and have Fingus press the switch. When Winkle is thrown onto the roof have him steal the sausage. You can now visit the giant!</p>
<p>Problem:<br />
The Giant.</p>
<p>Hint:<br />
Use the sausage on the pot hole with Fingus. Take advantage of the moment to let Winkle pass by the dog. Open up the burrow with Winkle and go through the hole in the tree. Have Winkle tickle the chicken and use Fingus to hit him with the sausage. Take the chicken&#8217;s egg with Fingus and light the wood with Fingus or Winkle. Place the egg on the fire with Fingus. As you are talking to the awakened giant, give him the wine and sausage. Winkle and Fingus can now exit at the top.</p>
<p>Part 2 &#8211; Trench, Tom, Kael, Vivalzart, Musicians</p>
<p>Problem:<br />
The Trench.</p>
<p>Hint:<br />
Enter the small tower with Fingus. After picking up the bomb with Fingus and lighting the fuse with Winkle, the guard will explode. Enter the small tower with Winkle. Pick up the bomb with Fingus and light the fuse with Winkle, the carpet will drop and a hand will catch the carpet. Enter the small tower with Fingus, pick up the bomb with Winkle and transfer it to Fingus so he can light the fuse. The hand will drop the carpet. Walk on the carpet. Go talk to Soka. He will advise you to look for &#8220;the sand of time&#8221; to cross the trench.</p>
<p>Problem:<br />
Tom &#8211; The Master Clock Maker.</p>
<p>Hint:<br />
Use the stone on the ball. When the ball drops, the little boy catches it and goes to the window of a house. Make Winkle enter the door of the house with the boy in it. The little boy will disappear and reappear through the door on bottom right. During the little boy&#8217;s brief reappearance, Fingus must go in through the door on the top right in order to come out behind the boy and catch him by the collar. Recover the ball and have Fingus give the ball to the basketball player, who throws it into the basket. Make Winkle jump up into the basket and hit the ball with his head, bouncing it into the mayor&#8217;s window. When the mayor comes out to talk to him, go to Tom, the master clock maker whose house is at the top. Speak to Tom to obtain the hourglass. He will demand a melody. You will get the melody later on in the game and come back.</p>
<p>Problem:<br />
Kael.</p>
<p>Hint:<br />
Have Winkle use the bottle on the nymph to wake her up. Give the tree a drink with Winkle and climb onto the tree&#8217;s hand. Place Fingus on the rock under the branch. Use Winkle to knock down a flower by shaking the branch and have Fingus ready to catch it. Use the flower on the stone under which the bees live. Use Fingus on the stone. When a bee flies out, Fingus will get honey. Put Fingus on the big rock to the left of the stone and use Winkle on the stone to make the bee come out. Put Fingus on the bee&#8217;s back. When the bee takes Fingus near the nymph, have him give the honey to the nymph. The nymph will point out the correct mushroom. Pick the mushroom and use Winkle to knock on Vivalzart&#8217;s door. Show him the mushroom with Winkle and enter his house.</p>
<p>Problem:<br />
Vivalzart&#8217;s House.</p>
<p>Hint:<br />
Put the mushroom into the machine with Winkle and activate it with Fingus. When the machine starts, the liquid is blocked by the clothes pin. Take a worm from the jar with Winkle. Place Fingus on the left trap door under the vulture. Activate the shelf button with Winkle. This tosses Fingus to the vulture. While Fingus is hanging, throw the worm to the vulture with Winkle. Fingus will drop with a piece of meat. Give the meat to the piranha who spits out the bone. Place a goblin on the trash can. Take the bone and give it to Vivalzart. When he throws it into the trash can, a goblin will bounce onto the shelf. Get the Kind Elixir and the clothes pin blocking the pipe. The liquid will go into the container. Use the bottle and give each goblin a few drops to drink. Watch the gobliins disappear into a dream.</p>
<p>Problem:<br />
The Musicians.</p>
<p>Hint:<br />
Put a hand on the headlight with Winkle to recover the drumstick. Make Winkle put the drumstick on the stocking cap to create a net. When you activate the spring with Fingus, a bicycle pump appears for a short time near the drummer. During this brief period, put Winkle&#8217;s hand on the headlight and put the bicycle pump in inventory. Place a gobliin on the spring. Activate the spring with the other goblin. The gobliins will jump in turn and a door on the left will open. Go through the door.</p>
<p>Part 3 &#8211; Water Hose, Hourglass, Gromelom, Amidal, The Well</p>
<p>Problem:<br />
Water Hose.</p>
<p>Hint:<br />
In the musician room, at the top, the way is blocked by a water hose. Use the clothes pin on the base of the hose with one of the gobliins. Go through the bottom right hole and speak to the guitarist. He plays and a note dies out at the top right. Capture the note with the net. Have Winkle use the bicycle pump to pump up the saxophone player. Use Fingus to catch the mosquito coming out of the sax with the net. With Fingus, use the bicycle pump to pump up the sax player. Use Winkle to catch the note coming out of the sax with the net. Use the mosquito on the headlight with Winkle to make the drummer play. When Fingus catches the last note with the net, you&#8217;ll have the melody. Use the melody on the bottom left door. It will enter the clock. Go see Tom and he will give you the hourglass.</p>
<p>Problem:<br />
What do I do with the Hourglass once I have it?</p>
<p>Hint:<br />
Use the hourglass on the trench in the trench room. Go through the opening.</p>
<p>Problem:<br />
Gromelon.</p>
<p>Hint:<br />
Get the mayonnaise and put it near Gromelon. Put Fingus on the shelf and make him jump on the mayonnaise. While Gromelon is drenched, pick up the sword with Winkle and activate him on Rustik. When Stalopicus&#8217; mouth is open, take the gum with Fingus. Use the gum on the cupboard lock to take an imprint. Take the mayonnaise before leaving.</p>
<p>Problem:<br />
What do I do with the imprint?</p>
<p>Hint:<br />
Give the dwarf blacksmith the imprint, then the sword. He will ask for help with the bellows. Use the stool with Winkle on Otto to make him grimace. When he shakes his lance, hang Fingus on it. Fingus can then jump on the bellows and the dwarf blacksmith can forge the key. Take the key from the blacksmith and use the mayonnaise on Focus with Winkle. While the meat is lowered, use the stool with Fingus to take a piece. Take the anvil before leaving.</p>
<p>Problem:<br />
Amidal.</p>
<p>Hint:<br />
Make Fingus use the meat on Amidal to get his false teeth. Use the key on the cupboard. Each gobliin will take a diving suit.</p>
<p>Problem:<br />
The Well.</p>
<p>Hint:<br />
Enter the well with Winkle. He will press a button which reveals a door into the monster. Lift the hatchet with Winkle to reveal a switch. Press the switch with Fingus before the hatchet drops back. The monster&#8217;s door will open. Enter the well with Fingus. When the monster starts to speak, go through the monster&#8217;s door with Winkle. The combination of the monster&#8217;s jaw moving and Winkle&#8217;s voice will stun Schwarzy.</p>
<p>Part 4 &#8211; Schwarzy, Ship Wreck, Big Shell, Store Room, Glove</p>
<p>Problem:<br />
Schwarzy.</p>
<p>Hint:<br />
While Schwarzy is stunned, use the stool on the hoist with Fingus to hitch him to the hoist. Use the false teeth with Winkle to scare Schwarzy, who&#8217;ll hang for a moment. Throw the anvil at Schwarzy before he comes up. He will go down farther to lift the cover off the well. Each goblin will use a diving suit to go down into the well.</p>
<p>Problem:<br />
The Ship Wreck.</p>
<p>Hint:<br />
Go on the lower deck and through the door with Winkle to move the skull. Light the lamp with Fingus and a lamp fish will arrive. Catch the lamp fish with Winkle placed on top of the mast. Use the lamp fish on the three question mark zone and a chest will appear.</p>
<p>Problem:<br />
The Sea Horse.</p>
<p>Hint:<br />
Use the stool on the sea horse. From now on, use the sea horse directly to go up. Send Fingus through the hole on the right. Activate the shell with Winkle, who throws it up, and catch it with Fingus. Send Winkle through the hole on the right. Activate the cavity with Fingus and a gloved hand will emerge. While the hand is stopped, drop the shell on it with Winkle. Pick up the shell with Winkle. He can now take the glove with the starfish inside.</p>
<p>Problem:<br />
The Big Shell.</p>
<p>Hint:<br />
Place Fingus on the big shell. Light the lamp with Winkle. When the moray eel appears, activate the rudder. This will throw Fingus by the big shell near the statue. Use the starfish on the chest with Winkle. While the chest is open, activate the statue with Fingus to get the sword. Use the sword on the skull. Pick up the diamond.</p>
<p>Problem:<br />
The Glove, The Blob.</p>
<p>Hint:<br />
Use the glove on the blob to neutralize it. Grasp the bottle with Fingus. The bottle contains a parchment with an &#8220;SOS&#8221; message from the Prince Buffoon. Grasp the bottle with Winkle. It contains a pearl. Give the pearl to the mermaid and give her the diamond. The Mermaid will open part of the passage. Use the parchment on the octopus with Fingus. the octopus will open another part of the passage. Recover the glove on the blob and the stool. Exit through the passage.</p>
<p>Problem:<br />
The Storeroom.</p>
<p>Hint:<br />
Activate the swordfish with Fingus and take the salt. Lift the large pot cover with Fingus. While he&#8217;s holding it, pour the salt on the little guy with Winkle. Take the file in the small pot with Winkle. While Fingus is holding the rope on the right, activate Winkle on the left rope to pull Fingus up onto the shelf. Free Colibrius from the chain by having Fingus use the file. Colibrius will fly off with his cage. Take one of the thumbtacks on the wall.</p>
<p>Problem:<br />
Meatballs.</p>
<p>Hint:<br />
Salt the dish of meatballs with Winkle. When Oumkapok&#8217;s hand grabs the cook, place the thumb tack on the case with Fingus. The cook, in pain, will throw the meatball up in the air. Use the Kind Elixir on the meatball with Winkle. Oumkapok is now neutralized and you can go to the Throne.</p>
<p>Part 5 &#8211; Throne Room, Armor, Knife, Tree</p>
<p>Problem:<br />
The Throne Room.</p>
<p>Hint:<br />
To get to the cornice, use the stool with Winkle and climb using his hands with Fingus. Press the switch with Fingus and make Winkle go through the door that opens in the bottom right eye. Winkle will join Fingus at the top. To take the crown, walk Winkle into the ear and activate the tongue immediately with Fingus. Make a cockroach come out, by sending Fingus into the ear. Activate the tongue immediately with Winkle.</p>
<p>Problem:<br />
The Cockroach.</p>
<p>Hint:<br />
To catch the cockroach, use Winkle on the left orifice. Immediately use Fingus on the right hole with the glove. Put the cockroach in front of the right hole and pour Kind Elixir on it. Glotziok will eat it and become neutralized. Make another cockroach come out by using Winkle again on the left orifice. Use Fingus on the right hole with the glove to get it. Pick up the pepper and return to the left side of the room. Exit out the door on the left.</p>
<p>Problem:<br />
The Armor Room.</p>
<p>Hint:<br />
The cockroach must be disguised as a ladybug and coated with the Kind Elixir in order for Amoniak to eat it. Take the helmet feather and dip it in the paint pot. Put the cockroach in front of the hole through which the painter feeds the king. Paint the cockroach red and pour pepper on it. Pour the Kind Elixir on the bug. Speak to the king in the armor. To do this, click on the stone to go up, then click on the helmet. Give the king back his crown by putting it on the helmet to return him to normal size.</p>
<p>Problem:<br />
When can I rescue the Buffoon?</p>
<p>Hint:<br />
When Amoniak has disappeared and Glotziok and Oumkapok have silly smiles. You can rescue the Buffoon.</p>
<p>Problem:<br />
The Armor Room &#8211; Part II.</p>
<p>Hint:<br />
Take the Buffoon to the shrinking machine. Put the gobliins under it one at a time. The Buffoon will start the machine and shrink them both. The gobliins will then jump out of the scientist&#8217;s window.</p>
<p>Problem:<br />
The Knife.</p>
<p>Hint:<br />
Click Fingus on the handle. Just before lifting it, click Winkle on the point. They will move the knife. Repeat this operation to move the knife again. Click Fingus on the bookmark. Use it on the candle with Fingus. Pick up the match and use it with Winkle on the eye. Click the Buffoon on the eye. He will kick it and break the glasses. Pick up the shard of glass and use it on the ray of light with Fingus. Pick up the lump of wax and use it on the seal. Use the imprint on the keyhole. Pick up the seed and use it on the map village. A plant will grow. Put the Buffoon and the two gobliins on the plant.</p>
<p>Problem:<br />
How do I get the Buffoon out of the Tree.</p>
<p>Hint:<br />
The Buffoon is hungry and won&#8217;t come down until he is fed. You can obtain apples for the Buffoon from Kael, the tree. You need to obtain a container first though. Go through the hole with Winkle to get to the Buffoon. He reacts violently and a bean drops. Click on the stone and a mole appears. Use the bean on the mole with Winkle. While they struggle, take the mole&#8217;s cap with Fingus. Use the match on the apples with Winkle. While the apple is bouncing, use the cap on it with Fingus. Use the apple on the hole with Winkle to give it to the Buffoon. He comes down and rushes to the mushrooms. In turn, the two goblins eat the mushrooms.</p>
<p>Part 6 &#8211; Toys, Safety Pin, Mountain</p>
<p>Problem:<br />
The Toy Room.</p>
<p>Hint:<br />
Use Fingus on the bowling pins. As the bowling ball arrives, put Winkle on the right star so he can jump on the ball and intercept it. Put the bowling ball on the lid with Winkle and place him on the lid too. Activate the bottom flagstone with Fingus. The safety pin drops and lands on the umbrella. Catch another bowling ball. Put it on the lid. This time, place Winkle on the catapult at the bottom left. Activate the bottom flagstone with Fingus. Use Winkle on the feeler and make him jump on the bubble. The bubble will float down with him onto the lid. Activate the bottom flagstone with Fingus. When the bubble is blown towards the umbrella Winkle can take the safety pin.</p>
<p>Problem:<br />
What do I do with the safety pin?</p>
<p>Hint:<br />
Catch another bowling ball. Put the bowling ball on the lid and put Winkle on the catapult. Activate the bottom flagstone with Fingus. Make Winkle go up and activate the top flagstone after placing Fingus on the flagstone at the rainbow&#8217;s end. If necessary, Fingus can be returned to the bowling pin side of the room by using the catapult. Put him on the catapult and have Winkle jump from the star on the left onto the catapult. Activate the switch with Winkle to make the Buffoon fall. In the short time he&#8217;s in the bubble makers circle, quickly use Fingus on the feeler to enclose him in a bubble. Make Winkle burst the bubble with the pin to free the Buffoon.</p>
<p>Problem:<br />
The Buffoon in the Tree &#8211; Part II.</p>
<p>Hint:<br />
Place the Buffoon on the catapult. Press the button with a goblin. Once the key comes out of the statue&#8217;s eye, activate the catapult with the other goblin. As the Buffoon is catapulted up, he will grab the key and be taken away by a bird. Exit at the rear of the scene.</p>
<p>Problem:<br />
The Mountain.</p>
<p>Hint:<br />
Have one goblin lift the stone. Situate the other goblin on the upper platform. The goblin should take the stone and put it on the 2nd level. Repeat the operation to put the stone on the 3rd level. Place a goblin on the lion. Throw the stone from level 3 with the other goblin. When the first goblin is on the giant&#8217;s right shoulder make him act on the red head, which falls off. Come down and take the stone to level 2. Place Winkle on the lion and throw the stone from level 2 with Fingus. Winkle will be placed on the giant&#8217;s left shoulder. Go through the shoulder hole and bring him near the fallen red head. Place Fingus on the lion and activate the head with Winkle. Fingus will land on the levitating rock.</p>
<p>Problem:<br />
The Levitating Rock.</p>
<p>Hint:<br />
As Fingus lands on the levitating rock, move him to the rock&#8217;s &#8220;!!!&#8221; zone. When he starts jumping, the rock will descend. When the rock gets to Winkle&#8217;s level, make him jump on it. The rock will rise. Use Winkle on the small rock near the bird cage. Quickly make Fingus walk on him. Use the file on the cage with Fingus and get back the key.</p>
<p>Problem:<br />
How do I open the gate in the Tree scene?</p>
<p>Hint:<br />
Use a key on the door.</p>
<p>Part 7 &#8211; Lab, Toothpick, Doom and Gloom, Sponge</p>
<p>Problem:<br />
The Lab.</p>
<p>Hint:<br />
Use water on the Buffoon. An evil creature will take him to the Kingdom of Gloom and Doom. Have Winkle take the pencil and use it 3 times on the blackboard. Take the sponge which the furious magician throws at him. Have Fingus use the pencil on the magician&#8217;s portrait. While he&#8217;s being hit by the boomerang, jump on the armchair with Winkle to catch it in flight. Make Winkle use the mug on the magician who will bang on the table. He&#8217;ll knock a toothpick to the other side of the room. While the toothpick is still bouncing, make Fingus throw the boomerang.</p>
<p>Problem:<br />
What do I do with the Toothpick?</p>
<p>Hint:<br />
Have Winkle use the toothpick on the skeleton to open the rib cage. A bottle will smash on the ground leaving a puddle. Use the sponge on the puddle. While Winkle acts on the pipe, use the wet sponge on the smoke with Fingus. The way to the Kingdom of Gloom and Doom opens. Send the gobliins through.</p>
<p>Problem:<br />
The Kingdom of Doom and Gloom.</p>
<p>Hint:<br />
Place Fingus on the bottom right eye, and Winkle on the left edge (with the &#8220;!!!&#8221; marks) of the top right platform. Winkle will jump and Fingus will be thrown. Pick up the mouse and use it on the mud. Jump on the crocodile. As Amoniak reaches to catch the goblin, use the boomerang with the other goblin on the teeth. This will cause the Buffoon to fall. Before the little demon can send the Buffoon back to Amoniak, make a goblin jump from the left edge (with the &#8220;!!!&#8221; marks) of the top right platform. The eye will pop out and hit the little demon.</p>
<p>Problem:<br />
The Buffoon and the Sponge.</p>
<p>Hint:<br />
Put the sponge on the rock. Place the Buffoon on the eye and make Winkle jump from the left edge (with the &#8220;!!!&#8221; marks) of the top right platform. This throws the Buffoon onto the sponge which wets the rock. As the water flows, use the pencil with Fingus on the rock. He draws a magic door which lasts a short time. Make Winkle turn the handle. The three heroes go out the door and you have won the game!</p>
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