A cut scene unfolds showing Arokh and Rynn riding the platform into a cavernous area up in the sky. There's a man on a platform walking away from what appears to be a control device (for the ferry). She walks toward him and he exclaims "Oh, my... you're not a slave, are you? No, not with weapons like those. My name is Mardis." Rynn says "I need your help, Mardis. The Desert Lords brought a Gateway up from the desert..." He responds "Yes of course, it's in a building to the north, but... you'd be mad to go there! They've sent the Pain Golem itself to guard it. Nothing can harm that... abomination." Rynn seems unimpressed and replies "In my experience, nothing is invulnerable." Then Mardis continues with "Maybe not... but if it has a weakness, the Flesh Mage has certainly kept it to himself." "Flesh Mage?" asks Rynn. Yutaji... the Golem's creator. he replies. She says "It's... creator..." Maybe I should be talking to him." He bursts out with "No! Don't even think it! He's gone insane. Even the Desert Lords are afraid of him now. Jassad had him sealed in his own Palace." Rynn, appearing slightly discouraged, says "I may be grasping at straws, but if the Golem is as powerful as you say, then finding its creator could be my best chance. Is there a way I can reach him?" Mardis answers "I, I don't know. I've heard there's a ferry to the northwest that brings slaves to his palace. but they say there's an enchantment that guards it, a spell that destroys the mind." Now there's an understatement as it's Mardis who pilots the ferry! Then Rynn says "It's worth investigating at least. Thanks for your help Mardis." She now has the "Open the final Gateway to Surdana." and "Find the ferry to the Flesh Mage's Palace." primary quests. Have her head for Arokh as soon as she can and take to the air and destroy some (usually around five) Desert Lords and the enemy Golem, that've come to kill her. Save your game after the battle!
There's a Half Mana potion up on top of one of the nearby crates. Note that if Arokh decides to wander off, while she's in this area, he may not be able to find his way back in when she calls him. He'll say he's coming, but never finds a way back in through one of the three relatively narrow openings. Best to park him on the southeastern path, which leads up to the room above and tends to be relatively safe from (but not impervious to) enemy dragon attacks. Head up that path to the lone tree and enter the hallway. There's a bunch of pretty useless hardware (it's not as good as what she currently has and there's nowhere nor need to sell them) on a skeleton straight ahead. Get a Life Potion from one of the jugs on the left. Head back down and have her jump up on the center crate and smash the jug for a Half Mana potion, then jump down and walk over to the two crates and get another Half Mana potion from a jug, and a Health Elixir from a jug on the other side. Walk over to and mount Arokh, then save your game! The area outside is teeming with at least a dozen dragons, who'd like nothing better than to toast your dynamic duo. It's absolutely neccessary to employ a divide and conquer strategy. Rise up through the top opening and target the weapons on the two towers and destroy them. There aren't many safe havens where they can land and heal undisturbed. So drop right back down and save, as at least one dragon will be headed over to investigate the ruckus they've created while they're up there.
Head outside and drop down below the area, where another tower descends, with a weapon at the bottom. Take it out as well. By the time this is finished, another dragon will be heading over to investigate. If they can get back inside in time, it'll lose interest and fly off. They can be destroyed within by dragon fire from the outer area without being able to do much about it if they're targeted by one or more attacking dragons! Also dragons will occassionally make it into the area and that's trouble requiring immediate attention and hopefully their health is full up. Save your game frequently here while clearing the area outside. It's very easy to be attacked from behind and never even see their attacker before falling in flames. Try sticking close to the outside of the area and keeping the land mass between them and multiple attackers, then destroy them one at a time and save after every victory. Another strategy to employ when two are attacking together, is to keep both of them in front of Rynn and Arokh and back away from them to stay out of range of their very dangerous fire attacks (three hits will take her and Arokh out from full health), then hit one of them with his Ice Breath, which is homing. One of the attackers will try to flank them and that spells real trouble for them if successful. Also switch targeting from one to the other as they're attacking as they'll switch leadership positions as one becomes more severely injured several times during the battle. One more thing to be aware of is that the sounds of battle will draw other dragons in the area toward the din. They are highly unlikely to survive three dragons attacking at once.
The last of the closed gates is in the Golem Palace building on a floating island due north from where they start out. It's ringed with four inner Laser Cannons on the surface as well as three more underneath. Five more Laser Cannons form an outer ring as well. Once they try to land, four Desert Lords will attack. Keep a constant lookout for dragons, which are far more deadly than the Laser Cannons. Once it's safe, she can dismount and head inside for a look around. As she heads into the interior, you can see and hear a floor to ceiling red force field, which is blocking her path from this direction to the gate. Leave and fly northwest to the Ferry. Land by the building (it's up above the waterfall) and walk east and up the front steps to the front foyer. The man warns her to stay away. Have her talk to him to learn that this is the "Bridal Hall" for slave girls for the Flesh Mage's macabre appetites. She says that it's time someone put a stop to his evil practices and asks how to get into the Flesh Mage's abode. The man warns her not to set foot inside the "Bridal Hall" without an elixir, which will allow her to enter and not be affected by the "siren" effect, and that she needs to get it from Grotus, whose hall's to the southeast. She now has the third primary quest to "Get the elixir from Grotus to resist the Bridal Hall enchantment.", and Grotus' Lair is now marked on your map.
As she prepares to leave, a nasty looking four armed creature (Floating Demon) materializes and begins to attack, soon to be joined by a Desert Lord. Have her cast Time Slow, then head outside and make mincemeat of both of them. Save your game progress, then fly southeast to a floating island on which Grotus' Lair is situated. A tower on the right, five dragons, and a Desert Lord guard the approach. If Rynn and Arokh stopped here before visiting the Ferry, you probably noticed that the entrance door was closed, but now is open. Six Assassin archers (three inside and three outside) guard the entrance. All can be taken out by Arokh before landing. One of them may leave a Health Elixir behind. Have them land and dismount near the entrance. Ensure that all dragons are cleared from the area before entering, as they can fly down into the area behind the door through the hole in the ceiling and that would not be good with Rynn alone inside.
Send Rynn in and have her run toward the door, then proceed down the ramp to the north. You'll hear the heavy door opening and she'll turn to see two Assassins heading out after her to do battle. Another one may come up the ramp from behind. Take them out, then head inside to get a Health Elixir from a jug on the right, and another behind the crates on the left. Finally grab the Mythril Club sitting by the side of the crates on the left. Exit and head down the ramp and take out the Assassin, who runs up to attack, if she hasn't already done so. Turn west and continue down the next ramp, and slay the next two Assassins, who comes to greet her. The door beyond in the distance opens when the second one expires and allows anther Assassin to exit and rush to attack. Two more Assassin archers await within on either side behind some crates. Kill them, then grab the Fire Talon bow on the left and get a Health Elixir from the jug on the crate. There's a Half or Full Mana potion in a jug on a crate to the right and a Mythril Shield, which she probably doesn't need, in the one of the center jugs. Exit to the east and continue down the ramp toward the torch. Head north down the next ramp to the next torch. Then west southwest toward the door beyond the two torches. If she goes over the edge near the bottom of the ramp and is at full health, she may or may not survive the fall. Have her head east just before the entrance and follow the indistinct trail on the wall down to the bottom and head north to the skeleton behind the rock. Pick up a Wood Shield, which she certainly doesn't need and can drop, and a Health Elixir. Head south back to the trail and follow it around back to the top. A Floating Demon will appear. Kill it to open the door, behind which an Assassin may be poised to attack.
Head through the doorway, then turn north and proceed down the stairs. Go west and take out the Assassin, who comes to greet her. Grab the Half Mana potion from the pedestal in the alcove to the north. Proceed toward the first of six Floating Demons. They may leave a couple of Health Elixirs behind. Take it out to open one of the six rooms around the perimeter of the area. They will find Rynn and can shoot swords much like the archers fire arrows. Avoid their projectiles in the same fashion with a zig zag course toward the enemy. Have her head toward the distinctive wind like sound they make. It grows louder, the closer she gets to one. Once all six have been dispatched, enter the outer rooms and pick up the goodies. Enter the southwest room to find a Health Elixir and a Mithril Hammer. Head west and into the south central room for another Health Elixir in the corner vase and a Mithril Scimitar. Check out the southeast room for an Invulnerability potion and a Mithril Great Axe. There's a Health Elixir in the corner jug in the back. Enter the northeast room for a Steel Battle Shield from the chest and Composite Battle Bow standing against the opposite wall. Enter the east central room and grab a Health Elixir and a Mythril Long Sword, which may be exchanged for the Mythril Long Sword she may still be carrying for back up as the durability is better and it's at full strength.
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