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Walkthru: Scaraba Desert Days
& Deep Darkness
After you record the
melody, teleport back to Summers. Make your way to Toto, and talk to the sea
captain, who will now be willing to set sail to Scaraba. On the way to Scaraba,
you will be attacked by Kraken. When you defeat Kraken, you will be in Scaraba.
Walk around Scaraba, and catch the sites of Scaraba. In the northeast part of
town is a man on a roof, who asks if you want to meet Dungeon Man. He says he
lost the key to enter him in the desert. Also to the northeast is a place where
Pokey took a dump in the desert (no kidding). Exit Scaraba to the south, and
head on over to the Sphinx. Refer to the Hieroglyph copy to see what pattern you
should step in. Solve the Sphinx's puzzle, and you will now be able to enter the
pyramid.
Once
inside the pyramid, be careful of hieroglyphs which will attack you. Fight your
way through until you reach a room with a casket in the middle and three doors.
Remember this room. Keep on advancing to the right, until you meet the Guardian
General. Defeat him, and in the next room, step on the tile that is obviously a
switch. Go back to the room with the suspicious casket in the middle, and drop
down the hole. Get the Hawk Eye that is on the altar of the next room, and make
your way out of the pyramid. As soon as you exit, an old man will teleport and
tell Poo he needs to do more training. Poo suggests it will be helpful, and
leaves the party for a while. Make your way north and talk to the man with a
spear to obtain the Key to the Tower. Further north, you will see Dungeon Man.
Use the key to go inside him.
Dungeon
Man is a huge maze, with a lot of gift boxes and familiar and unfamiliar
enemies, as well as an ATM machine, benches where you can rest, and a doctor,
nurse, and healer. Make your way to the north of the first floor, and when you
approach four ropes, take the 3rd from the left to continue. Follow the path
from south to west to north and climb up the 2nd rope. You will now be in the
3rd floor of Dungeon Man, where no enemies will attack you (his personal zoo).
Climb the rope and speak to Dungeon Man. Fall in the Return Hole, and make your
way out. Dungeon Man will join your party shortly (you can't control him). Walk
south, and he will get stuck in some trees. Make your way forward and talk to
the man with a spear, who will say you need a submarine to get across. Make your
way back inside Dungeon Man and talk to him again. Take the Goodbye Exit and
examine the submarine. Jeff will fix it and you will be on your way to Deep
Darkness.
You've now arrived
in Deep Darkness, a swampy maze. If you picked up a Piggy Nose earlier, you can
hunt for Magic Truffles, which recover 80PP to any character. Travel around Deep
Darkness, and when you reach a present box surrounded by darkness, use the Hawk
Eye, which will illuminate the darkness. Travel on, until you run into Master
Barf, a reincarnation of Master Belch. Wear down his HP, and after a while, Poo
will swoop in and defeat Master Barf with PSI Starstorm
a. Reunited, continue on, and you will
eventually find a cave. Inside the cave, is the Tenda Village.
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