Everblue 2 Walkthrough :
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Walkthrough - Strategy GuideEVERBLUE 2 STRATEGY GUIDE
Written and Composed by Kie Sharku
Version 1.91 - 10/03/2005
Everblue 2 is the scuba/deep-sea diving simulation sequel to Everblue. While I will not
claim
that this guide contains every fact or an absolutely complete walkthrough of the game, I
hope it
will be of use for anyone stuck in some of the trickier spots in the game.
Contents
I. Arrival on Valentir Island
II. Lynn Lure, Photographer
III. The Amigos' Challenge
IV. Johann's Mother
V. Nala Regina and the Diary
VI. The Salvage Contest - Meet Elian
VII. The Ballena
VIII. Elian's Clients
IX. The Edmund
X. The Stone Marker
XI. Telospolis, Part 1
XII. A Submarine Called Sombra
XIII. Telospolis, Part 2 - Saving The Seas
XIV. The People of Valentir
A. Calnino, the Fish Lover
B. Andrea, the Medicine Lover
C. Woman in a Dress
D. Local Woman on Beach
E. Iron Natalie
F. Green-Haired Marco
G. Shell-Loving Man
H. The Stand-Man
I. Betsy Regina
J. The Art Freak: J.J.
K. Woman in a Red Swimsuit
L. Kris, the Hotel Owner's Wife
M. The Bellboy
N. Kaguya, Mistress of Furniture
O. Roberto, the Weapons Fanatic
P. The Poet Wannabe
Q. The Kindly Man
R. Sylvia, Elian's Sister
S. The Mariachi
T. The Soccer Kid
U. Alison, Havan's Granddaughter
XV. After You "Win"
A. Elian and the Coin Search
B. The Mariachi, Bob Saxon and Dan the Poet
C. The Stand-Man and Tacos
D. Pasquale's Pendant
E. Paco the Cat and Heko the Stray
F. Lalah and the Temporal Artifacts
G. The Pirate Legacy
H. Building a Better Hotel - Getting It In Gear
I. The Salty Well
J. The Seven Stone Markers
K. World Heroes
XVI. Other Notes
XVII. The Lists of the Game
A. Fish Locations
B. Titles
C. Salvage Race Exclusive Items
D. Auction House Exclusive Items
E. Combination Shop Recipes
F. Medicines for Andrea
G. Weapons and Armor for Roberto
H. Instruments for Marco
I. Artwork for J.J.
J. Furniture for Kaguya
K. The Anachronistic Artifacts for Lalah
L. Chests, Boxes, Trunks & Cases
M. Construction List
N. Gear List
XVIII. Update Information
XIX. Final Words, Credits and Copyright
I. ARRIVAL ON VALENTIR ISLAND
Welcome to the island of Valentir! After a storm washes you ashore with Zuccho, your
trusty
companion, you will meet a young lady named Ellis. Take her up on her offer of diving
lessons
and a tour of the town. Then take a rest at the local hotel.
II. LYNN LURE, PHOTOGRAPHER
In the marketplace, you will meet a photographer named Lynn Lure who is looking for a
cover
photo for her magazine, Diver's Monthly. The photo she wants is of an orange coral that
sits
near the beginner's diving area.
Talk to the woman in the red swimsuit and the poet to learn the specifics: swim SE from
the
beginner's area as soon as you get in the water, and you will soon come across a "path" of
white
coral heading east. Follow that path until it ends, encircling the coral you need to
photograph.
Do not give up on the coral path too soon - there's a gap of sand across part of it, and
the path
picks up on the other side of this gap. Take a few photographs to be certain and then
head
back to town. Develop your photographs at the photo shop and show one of them to Lynn.
Lynn will allow you to keep the underwater camera and the photo album. She will also give
you
LYNN'S SHELL OF GRATITUDE. At a later point in the game, she will return to the
marketplace and present you with a copy of Diver's Monthly that features your/Leo's
photo.
III. THE AMIGOS' CHALLENGE
To be accepted into the Amigos diving club, the leader, Johann, wants you to locate their
"secret base". The base turns out to be a sunken ferry. However, not only do you have to
find
the ship, you'll need to return from it with a trophy from inside to prove your worth to
Johann.
The sunken ferry, the Pesolata, is SW of the island, about a minute away at a depth of
15m, and
there is not a lot of coral around it. The trophy you need is behind a locked door, but
the key is
not far away. Swim into the bridge of the ferry and head to the front: the key is on the
floor
there. Return to the locked door and open it with the key. The trophy is right in front
of you.
Head back out of the ship and return to land. Johann will now accept you as a member of
the
Amigos.
IV. JOHANN'S MOTHER
Johann's mother has hurt her back and needs aspirin, but the local drug store has none in
stock.
You will have to make the aspirin yourself with the assistance of the combination shop.
However, the proprietor, Anzes, is not taking new customers. You will need a
recommendation
from a current customer to get in his good graces. Fortunately, there happens to be one
handy:
Andrea, the medicine lover, who hangs out near the drug shop. Unfortunately, she is in a
bind:
she has lost her Combiner Anzes Membership Card. She will be happy to help you out if you
help her first, so you will need to find her card. The card has a metal frame and can be
located
with the metal element of your multi-sonar. Andrea says it was lost near the north rock
wall of
the island and is probably in a crevice. Dive just a tiny bit to the east of center on
the north side
of the island and begin searching the island wall with your multi-sonar - you should turn
up the
card fairly quickly. Return the card to Andrea, and she will happily write ANDREA'S NOTE
for you and give you 1000G on top of it. Show this note to Combiner Anzes to gain access
to
his services.
All of this is necessary because the drug store has no aspirin. Talking to the drug store
owner
reveals that a ship carrying drugs had to dump its cargo around the Eastern Fish Shoal,
including
some ACETIC ACID. This is one of the two components you will need for the aspirin. The
other, ACETIC ANHYDRIDE, is available in the drug store. The drug store owner will also
present you with a GLASS ELEMENT for your multi-sonar to allow you to find the bottles of
acetic acid at the fish shoal.
Dive to the fish shoal east of the island and use the glass element to locate a bottle of
acetic acid.
The bottle will be unknown when you first discover it, so when you have one, return to
land and
take it to the appraisal office for identifying. After that, buy a bottle of acetic
anhydride from the
drug store and have them combined at Anzes' shop. Take the aspirin to Johann, who will
give it
to his mother and present you with JOHANN'S SHELL OF GRATITUDE.
V. NALA REGINA AND THE DIARY
A young woman named Nala is being grossly overcharged by a salvage company called
Seadross for the job of locating her departed father's diary aboard a sunken airplane.
Talking to Nala will allow you to offer to help her out so that she does not have to
succumb to
Seadross' financial blackmail. She will give you a map to the downed aircraft, the
AK-905, and
a serum syringe to help against the poisonous fish within the wreck. The plane is NE of
the
island in 50 meters of water near the east fish shoal. When you dive, look on the
worldmap for
a roughly circular, shallower area of the right depth north of the east fish shoal where
the dive
pushpin refuses to let you place it - that's the plane. Dive as close up against this
spot as
possible.
Inside the plane, swim down the corridor that goes to the room with all of the double and
triple
plane seats. Swim through this room and up the stairs in the room past it. Past the
lionfish is a
corridor with doors to three private rooms - the second door is the one you want. The
diary is
on the floor. When you leave the room with the diary, Seadross begins to use explosives
to
"salvage" the wreck. I decided against waiting to see what would happen if I did not
leave the
wreck. Return the diary to Nala, and she will give you 5000G and NALA'S SHELL OF
GRATITUDE.
VI. THE SALVAGE CONTEST - MEET ELIAN
After salvaging the diary for Nala and resting at the hotel, a man in a tuxedo, Fernando,
will
invite you to a salvage contest on the beach. Go to the beach and give the password ("I
loves
the money") to the casually-dressed man lying under a beach umbrella: Nogala. When you
begin the contest, immediately bring up your menus with the circle button, and you should
see a
box in the center that tells you what the special items you need to find are. Make sure
you have
the correct element(s) plugged into your multi-sonar. Finding one of the two is enough to
win
the contest. Doing so will get you 5000G and a large bag. Note: it is not necessary to
win the
contest - you will be able to get a large bag at the gear shop near Johann's house. And
all
participants, regardless of the outcome, receive BOAT CUSTOM PLANS, which are the truly
important thing here.
Once the contest is over, you can play it again once a day if you like. Also, once the
first
contest is completed, the gear shop near Johann's house will open and allow you to upgrade
your gear.
VII. THE BALLENA
You overhear the Seadross flunkies in the Old Market talking about salvaging a luxury
liner
called the Ballena. Talking to Elian on the beach will cause him to admit that Seadross
is
looking for some IMPORTANT DOCUMENTS and that he is now employed by the
organization as a diver. Lynn, the photographer/reporter, remembers that that the ship
sank SE
of the east fish shoal in 80M of water. She will also give you a map of the ship. When
you dive,
you will see a rocky reef on your worldmap SE of the east fish shoal - the Ballena is up
against
the eastern side of that reef.
After returning from an initial dive into the Ballena, Lynn will tell you about a place
where the
current is stronger than usual and that you will need better equipment for that area.
This place is
a doorway on the second level sun deck (where you can enter the wreck on that level).
Once
you get the message that you cannot proceed because of the current, return to land and
talk to
Johann. He will hint that he might be able to help. Rest at the hotel, and in the night,
Johann will
drop off JOHANN'S FINS as a thank you for helping out his mom. You can now get past the
current.
Once through the fast-current passage, go through the room beyond, up a hallway, and into
another hall leading to a four-way intersection. To the right is a locked door - the
documents
are beyond this door. The key for this door is in the opposite direction (to the left
when you
first hit the intersection). You will come to a set of double doors, and you will hear
ominous
music as you approach. The room beyond the doors (once an indoor swimming pool) contains
two great white sharks which would love to have you for a snack. The key for the locked
door
is on the floor of the depressed (swimming pool) area in the center of this room. You can
grab
it if you're quick and avoid the sharks, but I would advise not going into this part of
the ship until
you have the FISH AWAY element, which you can get from Calnino, the fish lover, after you
photograph 40 different sea creatures. In either case, once you have the luxury room key,
return to the locked door and open it. Go through the room beyond and into an adjoining
room.
On a desk against the far wall are the IMPORTANT DOCUMENTS (be careful of the sea
snake that wanders about near the desk). Return to land for a large chunk of storyline.
VIII. ELIAN'S CLIENTS
After Tonino gives the important documents to Seadross, Elian gets fired from his new
employers. His sister, Sylvia, is not well and needs his attention. Consequently, Elian
cannot
finish two jobs that he took from a pair of townspeople. You, however, have the time to
help
him out. The two clients are the woman in the blue swimsuit on the beach and the old man
at
the fountain.
The woman in the blue swimsuit needs some clay that can be found at the southwestern fish
shoal. To find the clay, you will need the CLAY ELEMENT, which can be won by besting
Elian's record in the Drift race. Dive to the southwestern fish shoal and locate some
clay - it
should not be difficult as there are several pieces. Return the clay to her for 6000G and
the
WOMAN IN A BLUE SWIMSUIT'S SHELL OF GRATITUDE.
The old man at the fountain wants a typewriter from a dining room on the first level of
the
Ballena. The room is down a corridor whose doorway is blocked by two stacked crates. The
dining room is the first doorway on your right down this corridor. Get the typewriter
back to
the old man for the FAST BOAT PLANS and the OLD MAN'S SHELL OF GRATITUDE.
Once you have completed both jobs, seek out Elian at his home in Hillside Village. Elain
will be
very pleased with you for your efforts - enough to give you ELIAN'S SHELL OF
GRATITUDE and, even more important, information on Seadross' next target: the Edmund.
IX. THE EDMUND
After assisting Elian with two jobs, he reveals that the documents from the Ballena told
of the
location of a sunken pirate ship, the Edmund. According to the documents, the ship
contains a
key of some sort that is needed to get a "secret treasure".
The old man in the rocking chair in Hillside Village knows about the ship and the pirates,
but he
also knows that the Amigos handed the documents over to Seadross. Naturally, he is not
quick
to trust you. To gain his trust, he insists you must prove yourself by placing a bouquet
he gives
you on an underwater altar inside a sunken monument known as Requiem Fort. The Fort is
located on the far west side of the worldmap (the old man will mark its location for you).
Dive
as close to its east side as you can (it helps if you have made use of the FAST BOAT PLANS
at this point of the game) and then swim around to the western side, where the entrance
is.
Navigate the simple maze within the fort to the chamber at its center and place the
bouquet on
the altar to receive the PIRATE'S CREST. You can then ascend to the surface from this
chamber.
Bringing the crest back to the old man, Havan, will allow you to learn that the Edmund
sank in
the Treacherous Sea southeast of the island where currents flow strangely. Havan will
give you
a map of the ship as well as HAVAN'S SHELL OF GRATITUDE. When you dive, the
Edmund is located on the first "e" in the word Treacherous on your worldmap. Before you
enter the Edmund, be sure that you have the EXTRA-LARGE BAG from the Auction House,
or you will not be able to pick up the crates inside the ship.
To get the mysterious key, you will need to open a locked door on the fifth level. The
key to
this door is on the sixth level inside the room right by the place where you can enter the
wreck
on that level - look on the floor next to the statue in that room. Get the key and unlock
the fifth
level door to reveal an altar with a strange crest on top. You will need a matching key
for this
altar. This key is also on the sixth level. Go into the same room that the first key was
in,
through the door on the opposite side and turn to your left. There are two stacked boxes
there:
move/take them to reveal the door. Inside this room is a large jar, and the crest key you
need is
inside the jar. Take the crest key back to the altar and use it: doing so will open a
previously-
sealed door in that same room on the sixth level where you found the first key. Return to
the
sixth level and go through the newly-opened door, then through either of the two doors
across
the room from you. Past these doors, you will find an altar with a pyramid-shaped object
on
top: that is the mysterious key that the documents spoke of. However, when you take it,
the
two doors into this room will seal themselves, trapping you within the room. Fear not
however:
face the two sealed doors and look up to see a small opening. Swim through it then
reverse
direction and go through one of the two doors you see into a room full of crates and
barrels.
Across the room is another small opening that allows you to escape from the wreck. When
you
do so, disaster strikes: the engine to your ship catches fire - sabotage! Return to land
with the
pyramidal key and show it to Havan. Doing so, however, reveals even more bad news: the
key
is a fake. Seadross has the genuine key and has beaten you this time. Return to the
beach and
have a chat with the returned members of the Amigos and Zuccho to receive TONINO'S
SHELL OF GRATITUDE, HELIO'S SHELL OF GRATITUDE and ZUCCHO'S SHELL
OF GRATITUDE.
X. THE STONE MARKER
After your defeat on the Edmund, go speak to Havan. He will tell you of an old pirate
saying
that relates to stone markers that your father found twenty years ago, and he will give
you the
PIRATE'S WORLDMAP. Tonino then exclaims that the stone marker spoken of in the pirate
saying must be where Poseidon's trident points to on the pirate worldmap. You will need
to
take a picture of the marker so that Havan can translate the runes carved upon it. The
marker is
194M deep on the tip of the middle prong of the trident on the worldmap. Take a picture
of it,
have the photo developed and show it to Havan. He will tell you to return the next day.
When
you do, Havan will reveal the location of an Underwater Shrine: Telospolis.
XI. TELOSPOLIS, PART 1
Havan deciphers the markings on the stone marker as the location of a shrine "in the mouth
of a
sea dragon". This, of course, means the sea serpent located on the upper NW corner of the
pirate worldmap. If you move your cursor around the serpent's head, you will see "rocky
reef"
appear on the map instead of a depth listing. That's Telospolis, the underwater shrine.
The
entrance is on the southern side of the shrine, and the currents are very strong around
the entire
area.
Inside the shrine, you will be able to locate two colored gems (one red and the other
blue)
within the rooms of the shrine. Before you do, however, you will be told to resurface:
the
Seadross submarine that was on its way back from Telospolis has sunk. I would get the two
colored stones before you leave though, simply to save time on the return trip. The rooms
of
the shrine are set up in a "ring" with the room on the opposite side of the ring as the
shrine entry
having two altars within it. The altars have colored bands on them to let you know which
stone
is for which. Place the appropriate stone on each altar to open a sealed doorway in this
room.
At this point, leave the shrine and ascend to the surface.
XII. A SUBMARINE CALLED SOMBRA
When you return from Telospolis, you are told that the Seadross submarine, the Sombra,
sank
as it returned to the island. Find Elian in Hillside Village, and he will tell you that
EREBOS and
PASQUALE'S PENDANT were aboard the submarine. You will not be able to retrieve the
pendant now, so do not waste time on it. EREBOS is the "secret treasure" spoken of in the
documents from the Ballena. The two Seadross flunkies at the well will give you the
SUBMARINE MAP, and the Seadross guy in Old Market will tell you that the sub sank NW
of the island in an area with a strong current. When you dive, there is an oval-shaped
abyss
area NW of the island: that is where the Sombra sank, about 160M down.
Once inside, go two rooms towards the front of the sub and down through an opening in the
gridwork floor to level two. Open the floor hatch in that room and go down to level
three.
Head back towards the rear of the submarine as far as you can into a room with a lever set
into
a bank of computers. Pull the lever to unlock the emergency-lock doors in the sub. Go up
through the hatch in the ceiling and then up through another hatch to level one. Head
towards
the front of the sub (through the bridge, mess hall and communications room) until you get
to a
stairwell. Head down to the second level and through the door there (now unlocked thanks
to
having pulled that lever). This leads to a short corridor and the officers' quarters.
EREBOS is
in the commander's quarters, the third door you come to once you get through the short
corridor (you should begin to hear the music for it as you approach). Take it and leave
the
submarine. Upon your return to the island, you will get ELLIS' SHELL OF GRATITUDE.
XIII. TELOSPOLIS, PART 2 - SAVING THE SEAS
Upon returning from the submarine with EREBOS, speak with Havan. He will tell you that
EREBOS must be returned to Telospolis. To assist you, Havan will give you the gear that
your
father left behind twenty years ago: the SUPREME DRY SUIT and the REBREATHER 10.
Once you enter Telospolis (if you have not done this already), locate the red and blue
stones in
the rooms of the shrine. Take them to the room on the opposite side of the first level
from the
entrance where there are two altars. Place the appropriate stone on each altar to open
the
sealed door in this room. Descend the flights of stairs to the fourth level of the
shrine. Go
through the westward passage and into a room with doorways in each wall. When you move
into this room, the door behind you will seal itself. Head down the southern passage out
of this
room. You will get messages from the Amigos as you swim to let you know that you are on
the
right path. Eventually, you will enter a room with a hole in the floor down to the fifth
level.
Descend (this hole gets blocked behind you as well) and then proceed northward down a
passage and to an arch-shaped door: this door leads to the altar chamber. Zuccho and
Ellis
will chime in when you open the door, but don't bother looking for another exit from the
shrine
because there is no other way out at this point. Place EREBOS on the altar, then sit back
and
enjoy the endgame.
XIV. THE PEOPLE OF VALENTIR
Throughout the game, you will encounter various people who need assistance. These mini-
quests can be solved in your own time or when you acquire the gear needed to complete the
jobs they give you.
A. CALNINO, THE FISH LOVER
Cal wants you to take pictures of all of the sea creatures around Valentir and then to
show him
the photos so that you and he can compile a guide. Showing him your first picture will
get you a
MARINE GUIDE. After 10 species, he will present you with the AQUARIUM PLANS.
When you build the aquarium, you will get CALNINO'S SHELL OF GRATITUDE. At 20
species, you will receive the FISH CALL element. After 40 species, Cal will give you the
FISH AWAY element. After 50 pictures, you will receive the AQUAR. RENNOVATION
plans. And, finally, after showing Cal pictures of all 70 species of sea animal in the
game, he will
give you the TITLE OF FISH LOVER.
B. ANDREA, THE MEDICINE LOVER
After you help Johann's mother, Andrea asks you to bring her samples of various medicines
so
that she can sample them: normal medicines(chemicals), Wire Co. drugs, and poisons.
Giving
Andrea one of each type gets you ANDREA'S SHELL OF GRATITUDE and the GOOD
LUCK CHARM accessory. These are the ones I used for this purpose, but there are many
others of each type you can use: Acetic Acid(normal, found at the east fish shoal),
Mega-Ade
300(Wire Co., purchased from the drug store), and Snake Bite(poison, found in a wooden
chest found in the reefs around the island and also available in the salvage race).
Giving Andrea all of the different poisons will get you the TITLE OF ASSASSIN; giving her
all
of the normal medicines(chemicals), she will give you the TITLE OF PHARMACIST; and
giving her all of the Wire Co. drugs will get you the TITLE OF WIRE FANATIC. In each
case,
Andrea will also give you a semi-valuable stone with the title.
C. WOMAN IN A DRESS
In the Old Market, a woman in a dress will confess that she dearly loves military
memorabilia
and would dearly love for you to find her a set of dog tags. Dog tags can easily be found
in the
shallow reefs around the south-southeastern side of the island with the use of the metal
element.
Giving her a set of dog tags will get you 2000G and the WOMAN IN A DRESS' SHELL OF
GRATITUDE.
D. LOCAL WOMAN ON BEACH
This lady has lost her precious compact fishing reel at the east fish shoal. Buy the DIVE
SKIN
suit before going after it, then use your metal element to locate the reel. Once you have
it
identified, give it to her to receive the LOCAL WOMAN'S SHELL OF GRATITUDE.
E. IRON NATALIE
Valentir's local strong lady wants you to impress her with your weight-lifting abilities.
Bring her
an object weighing 3000g to obtain POWER GLOVES, NATALIE'S SHELL OF
GRATITUDE, a Mega-ade 2000, and a Mega-ade 1000. Next, show her an object weighing
10,000G to receive a Supertonic Dash.
Once you have the ONLY ONE BAG, do not waste time. Bring Natalie a 96,000g automobile
from the ferry (make sure your health is up to the task and that you are wearing the POWER
GLOVES when you get it) to wow her into bestowing the TITLE OF WEIGHTLIFTER upon
you along with a bottle of Supertonic X. Finally, when you have at least 8500 health
points, use
the ONLY ONE BAG and the POWER GLOVES to knock her socks off with a 160,000g 4-
ton truck from the Pesolata. The awestruck Natalie will fall madly in love with you, and
more
importantly, will give you the HOTEL PLANS.
F. GREEN-HAIRED MARCO
Marco is looking for various kinds of instruments to allow his soul to sing: keyboard,
wind,
string and percussion. Bringing one of each type to him will get you MARCO'S SHELL OF
GRATITUDE and the STUDIO PLANS. The following were the instruments that I used for
this purpose, but there are many more of each type to be found: Accordion(keyboard, locker
room on first level of the Pesolata), Piccolo(wind, AK-905 cargo hold), Violin(string,
AK-905
cargo hold), and Steel Drum(percussion, AK-905 cargo hold).
Giving Marco all of the wind instruments will get you the TITLE OF WINDJAMMER; giving
him all of the stringed instruments gets you the TITLE OF STRING PLAYER; giving him all of
the percussion instruments gains you the TITLE OF PERCUSSIONIST; and giving Marco all
of the keyboard instruments nets you the TITLE OF KEYBOARDIST. Marco will also give
you a Supertonic Turbo with each title.
G. SHELL-LOVING MAN
In the Old Market, there's a man who loves the island tradition of giving shells to
trusted friends,
and he wants to keep tabs on how well you do in this area. Once you have acquired five
shells,
he will give you the SHELL-LOVING MAN'S SHELL OF GRATITUDE. After getting 10
shells, he will give you the PRO REGULATOR accessory, and after you acquire 20 shells, he
will give you the ACCELERATOR accessory. At 30 shells, you get the ONLY ONE BAG,
and at 40 shells, you gain the TITLE OF SHELL KAISER. Finally, when you have
accumulated all of the shells of gratitude, the Shell-Loving Man will grant you the TITLE
OF
MASTER KAISER.
H. THE STAND-MAN
The Stand-Man needs help repairing the food stand he has purchased, and to assist you in
this
matter, he will give you the STAND REPAIR NOTES and the useful WOOD ELEMENT for
your multi-sonar. Once you have found the necessary materials and called upon the
Workshop
to do the repairs, the Stand-Man will give you 4000G and the STAND-MAN'S SHELL OF
GRATITUDE. He will call upon you to assist him again once you have "won" the game (see
the
AFTER YOU "WIN" section of this guide).
I. BETSY REGINA
After you assist Nala with her father's diary, her mother will seek you out for help.
Betsy
Regina wants you to find the last present that her husband ever bought for the family.
The gift is
locked inside a brown trunk that weighs 3000g, and the trunk is located inside the
AK-905's
cargo hold. To access the cargo area, swim as far towards the front of the plane on the
first
level that you can: you should be in a room with a tipped-over food cart and a row of four
seats
against the wall. Take the food cart to reveal a trapdoor that leads down into the cargo
hold.
The trunk you need is on the last luggage cart you encounter as you make your way through
the
"maze" of luggage carts and giant cargo crates. Take the trunk to the appraisal office
and have
it opened to get FATHER'S FRAME, the MAXIMATOR accessory and a Mega-Ade 500.
Take the frame to Betsy, and she will reward your efforts with 5000G and BETSY'S SHELL
OF GRATITUDE. You also get to keep the other items from the trunk.
J. THE ART FREAK: J.J.
J.J. wants various works of art in the following categories: statues, ceramics, paintings,
timepieces and treasures. Giving J.J. one of each kind of artwork will get you J.J.'S
SHELL
OF GRATITUDE and the HYPERSPACE accessory. I gave J.J. the following items in each
category, but there are several others that can be used: Bust of Minerva(statue, second
level of
Ballena, room with second entry on that level), Decorative Plate(ceramic, first level of
Ballena in
state room), "The Ferry"(painting, first room you come to on first level of the Pesolata),
Diver's
Watch(timepiece, on top of television in first room you come to on first level of the
Pesolata),
Siren's Tears(treasure, found in wooden trunk salvaged from the reefs around the island).
Give J.J. all of the different treasures for the TITLE OF TREASURE MASTER; give J.J. all
of
the different ceramics for the TITLE OF CERAMICIST; giving all of the different statues
nets
you the TITLE OF SCULPTOR; presenting J.J. with all of the paintings gains you the TITLE
OF ARTISTE; and giving J.J. all of the timepieces will get you the TITLE OF CLOCK
MASTER.
K. WOMAN IN A RED SWIMSUIT
This young lady has had a revelation: she must have a picture of a car in the ocean.
Naturally,
the only person who can help her is you. Dive to the Pesolata, head down to the third
level and
snap a shot of any of the automobiles there. Then have the photo developed and show it to
her
for a reward of 4000G and the WOMAN IN A RED SWIMSUIT'S SHELL OF
GRATITUDE.
L. KRIS, THE HOTEL OWNER'S WIFE
Kris is in charge of the Drift Race that is run in the Pesolata (so much for the Amigos'
"secret
base"). When she first opens it to you, Elian will hold the current record. Beat his
time to win
the CLAY ELEMENT and to receive KRIS' SHELL OF GRATITUDE. Later in the game,
Elian will set a new record. Beat this new time to get the INERTIAL DAMPER accessory.
Finally, when Elian sets the record for a third time, beat his time once and for all for
the TITLE
OF SUPERSONIC DIVER.
M. THE BELLBOY
Once the Ballena is discovered, the Bellboy of the Grand Sea Palace will confess to you
that he
misses the sound of records and prefers them over cds. Unfortunately, he no longer has
either
records or a gramophone. Fortunately for him, he does have you to help him. Both items
are,
of course, located within the Ballena. The records are on thue second level, on the floor
of the
ballroom that connects the first and second levels(near a large cabinet). The gramophone
is in
one of the dining rooms on the first level, down the corridor with the doorway blocked by
two
stacked boxes. Bring both items back to the Bellboy for the BELLBOY'S SHELL OF
GRATITUDE.
N. KAGUYA, MISTRESS OF FURNITURE
Kaguya is interested in having you salvage the following types of furniture for her:
cabinets,
desks, chairs, lamps and beds. You will have to wait for the larger bags to be able to
pick up
the larger objects(desks and beds). Giving her one of each will get you the ULTIMATE BAG
and KAGUYA'S SHELL OF GRATITUDE. I used the following to achieve this goal, but
there are many of each kind you can use: H-C Locker(cabinet, first level locker room on
Pesolata), Wheeled Table(desk, first room you come to on first level of Pesolata), Swivel
Chair(chair, second room you come to on first level of Pesolata), and Wall Lamp(lamp,
second
room you come to on first level of Pesolata), Airplane Bed(bed, first level private room
on AK-
905).
Giving Kaguya one of each of the different desks will gain you the TITLE OF CHAIR
MASTER; one of each of the different chairs will get you the TITLE OF CHAIR MASTER;
giving her one of each of the cabinets will get you the TITLE OF CABINET MASTER;
presenting Kaguya with each of the different beds will net you the TITLE OF BED MASTER;
and giving her one of each of the different lamps gets you the TITLE OF LAMP MASTER.
Also, Kaguya will give you a Supertonic Extra with each title she bestows upon you.
O. ROBERTO, THE WEAPONS FANATIC
After you locate the Edmund, Roberto appears in Hillside Village and wants you to locate
the
following types of weaponry for him: swords, guns, and armor. Some of every type is
easily
located in the Edmund, in the very first room you enter. When you give him a piece of
each
kind, he will reward you with ROBERTO'S SHELL OF GRATITUDE and the STONE
ELEMENT for your multi-sonar.
Presenting Roberto with each of the different armors will get you the TITLE OF ARMOR
MASTER and a sardonyx; giving him each of the swords/weapons will get you the TITLE OF
GLADIATOR and a carnelian; and giving him each of the different guns will get you the
TITLE
OF MUSKETEER and a peridot.
P. THE POET WANNABE
Once you locate the Edmund, the Poet Wannabe in the Old Market will be overcome with the
need for a guillotine, which he insists he needs to stimulate his creativity. You will
not be able to
retrieve the guillotine from the Edmund until you have at least the KING-SIZED BAG to
carry it
in. When you do, the guillotine can be located in a room on the third level of the Edmund
(the
second part of the third level that you discover as you explore the wreck) whose door is
blocked by wooden crates. Move/Take the crates to get inside the room and get the
guillotine.
Then take the guillotine back to the Poet Wannabe to receive the POET WANNABE'S
SHELL OF GRATITUDE.
Q. THE KINDLY MAN
When you first notice the Kindly Man in Hillside Village, he is selling a plot of land for
a
ridiculous amount of money. Eventually, however, he will lower the price to 200,000G and
advertise the "sale" on the notice board in the village square. When you have the
necessary
money, buy the land from him to get the property, the HOUSE PLANS and the KINDLY
MAN'S SHELL OF GRATITUDE.
R. SYLVIA, ELIAN'S SISTER
After you learn the location of the stone marker from Havan, talk to Sylvia. She is quite
upset
that her father's precious TELLIS DRESSER is being auctioned off, and she would dearly
like it
back. Keep an eye on the Auction House board for it, but attend every auction
irregardless
(except for the diving gear auctions that are held every fourth day). The dresser can be
the
"special" object sold as the final item in an auction, so do not auction off anything of
your own in
that fourth spot until you have retrieved the dresser. When the dresser does appear, it
will cost
you 50,000G to get it back - maybe more if another bidder chooses to be a pain. When you
do win it back, give it to Sylvia to get SYLVIA'S SHELL OF GRATITUDE.
S. THE MARIACHI
The Mariachi Band in the town square will approach you with a request after the incident
on the
Edmund: they would like you to find a jukebox for them. Fortunately, there happens to be
one
on the first level of the Pesolata, in the second room you come to after entering the
wreck on
that level, but you will need the KING-SIZE BAG to get it. When you have retrieved it
from
the sunken ferry, give it to the Mariachi Band to receive the MARIACHI'S SHELL OF
GRATITUDE. After the endgame, the Mariachi will have a couple of more things they would
like from you (see the AFTER YOU "WIN" section of this guide).
T. THE SOCCER KID
Once you locate the Sombra, the soccer kid in Old Market will confess that he would really
like
to have the robot toy that one of the sailors had on the submarine. The robot is on the
first level,
in the mess hall. It is out of sight, under a table, so you will have to take the table
away first.
The table you want is one in a corner of the mess hall with a fire extinguisher on the
floor next to
it. Once you have the toy, present it to the kid to receive the SOCCER KID'S SHELL OF
GRATITUDE.
U. ALISON, HAVAN'S GRANDDAUGHTER
Alison would like you to locate the pirate flag of Captain Mimi, the female commander of
the
Edmund. The flag is on the second level of the ship, and the only access to that level is
through
a locked trapdoor from level three. The key to this door is on the floor of level five,
amidst
crates and barrels, in the section where you can enter the wreck on that level (it is the
hole that
you escaped through when you were sealed inside after taking the phony Guiding Gem from
the
altar). Once you have the key, leave the wreck by going outside (do not ascend) and then
immediately re-enter the Edmund via the original third-level entry spot. Use the key on
the
trapdoor, go up and get the flag which is on the floor in that room. Give the flag to
Alison to
receive ALISON'S SHELL OF GRATITUDE and the SUIT HOOD accessory.
XV. AFTER YOU "WIN"
After EREBOS is returned safely to Telospolis and the end credits have rolled, you will
find
Zuccho and Ellis on the beach having a "meaningful" conversation about you. When they are
finished, talk to Zuccho to receive the OCEAN BOAT PLANS. But do not think you are
finished yet: there is still a lot to do after you have saved the island, ranging from
further
exploration of the depths of Telospolis to becoming an expert on tacos to feeding a hungry
cat.
A. ELIAN AND THE COIN SEARCH
Elian has hidden ten brass coins on the third and fourth levels of the Ballena, and he
challenges
you to find them all. If you have not located the way to the bulk of the third level of
the Ballena
yet, dive into the wreck on the second level and head for the four-way intersection that
you
encountered when you were searching for the IMPORTANT DOCUMENTS. When you get
to the intersection, go straight and into a room at the end of the corridor. Go through
another
doorway on the left side of the room and into a large room with couches. On the floor is
a very
long carpet that you need to pick up (it weighs 16,000G so have a bag large enough for it)
to
expose two ramps which can be lowered to get you onto the third level.
The locations of the ten coins are as follows:
Coin 1 - Level 3 - Storeroom near the kitchen area, under an upturned bucket
Coin 2 - Level 3 - In the kitchen, on top of one of the tables
Coin 3 - Level 3 - Barroom/Lounge, on top of the bar
Coin 4 - Level 3 - Janitor's closet, near the bedroom with the chess table in it, behind
two
stacked boxes
Coin 5 - Level 3 - Near a metal folding gate/door, on the wooden walkway that encircles
the
large open cargo area of level 4 (you will need to come up from level four to get the coin
as the
folding gate/door does not open)
Coin 6 - Level 4 - In the huge engine room, resting on top of a girder above the door that
leads
to stairs coming down from the third level (use your metal element to help you find it)
Coin 7 - Level 4 - Laundry room, in tub near the entrance (laundry room is located off the
large room with the big staircase leading up to level 3)
Coin 8 - Level 4 - Janitor's closet, on shelf, at the end of the corridor past all the
bedrooms
Coin 9 - Level 4 - On the floor of the elevator shaft that connects to the third level
barroom/lounge
Coin 10 - Level 4 - On a shelf in the back part of a multi-section storage room with lots
of
many-tiered shelves
After you collect more than five coins, Elian will give you the MAGIC HAND accessory. Get
all 10 coins, and Elian will bestow the TITLE OF ACE DIVER upon you. In an amusing error,
if you look at the descriptions of the coins in your item window, it says that they were
placed on
the ship by Elena, not by Elian.
B. THE MARIACHI , BOB SAXON AND DAN THE POET
After the endgame, the Mariachi will ask you to locate five volumes of poetry by Bob Saxon
for
them. When you give them all five books, they will tell you to return the next day. When
you
do, you will receive the MARIACHI POEMS. The locations of the five volumes are as
follows:
Volume 1 - AK-905 - On the floor of the lounge across from the second exit from this
level
Volume 2 - Pesolata - Second level, on the floor of the short room with the storage
lockers
Voulme 3 - Ballena - Level four, on table in the bedroom closest to the elevator shaft
coming
down from the level three barroom/lounge
Volume 4 - Sombra - Level three, on the floor of the crew quarters closest to the engine
room
areas (you will have to move/take a bunk bed that is blocking entry into the room)
Volume 5 - Ballena - On the sun deck where you enter the wreck on this level, lying near
a
chair with a sun umbrella
The Mariachi is also looking for the memoirs of a poet named Dan Holdstock. They do not
actually tell you this or mention anything about it, but they will post the fact on the
town square
message board. The memoirs are located in the Undersea Maze in the upper northeastern
corner of the worldmap: when you dive, move your pushpin around that area until you see a
"rocky reef" - that is the maze. Use your stone element to locate it as the book is
locked inside
a stone chest. Giving this book to the Mariachi will get you the RADIO STATION PLANS.
C. THE STAND-MAN AND TACOS
The Stand-Man is looking to add a little pizzazz to his food, so he asks you to find him
an
assortment of taco recipes. Giving him five different recipes will get you the TITLE OF
TACO
KING and, if you talk to him afterwards, information on the location of a volume of World
Heroes. The locations of the five taco recipes are as follows:
Tropical Tacos - AK-905 - On the floor of the kitchen/storeroom, next to the refrigerator
Competitive Tacos - Pesolata - Second level, barroom, behind the large cabinet
Pirate Tacos - Edmund - Sixth level, on the floor of the room with the large jar in it
that held the
Crest Key
Chinese Tacos - Sombra - First level, in the kitchen
60's Tacos - Ballena - Third level, kitchen, on top of table
D. PASQUALE'S PENDANT
After you save the island, the president of Seadross will be sitting at a table in the
Grand Sea
Palace. Pasquale wants you to salvage his daughter's pendant from the Sombra and is
offering
you a handsome reward to do so. The pendant is inside a case in the captain's quarters on
the
second level. Previously, the room had be inaccessible due to a code-key door lock, but
Pasquale gives you the code ("Eunice"). Dive to the Sombra, find the captain's quarters
(the
first door after the officers'lounge in that section of the submarine), retrieve the case
and have it
opened at the appraisal office. Bring the pendant to Pasquale to receive a whopping
100,000G
and PASQUALE'S SHELL OF GRATITUDE. As an added bonus, Pasquale will let you
keep the other two items that were inside the case: the COMBINATION MANUAL and the
LUXURY FINS.
E. PACO THE CAT AND HEKO THE STRAY
There are a couple of hungry animals about the island, and you can do a good deed by
feeding
them their favorite foods.
Paco the Cat is on the roof of the drug store, and the finicky feline would just love some
CANNED CRAB. The crab can be found in two places: in the iron safe located on the
Sombra's bridge, and randomly inside wooden chests salvaged from the sea. However, having
the CANNED CRAB is not enough: you will need a CAN OPENER to open the item for Paco.
These can also be found randomly in wooden chests, as well as inside a travel trunk on the
AK-
905 and within an iron safe from the bridge of the Pesolata. Once you have both items,
return
to Paco and give him the CANNED CRAB. Come back the next day to receive PACO THE
CAT'S SHELL OF GRATITUDE.
Heko the Stray lies next to Nogala on the beach, and he is looking for some FREEZE-DRIED
MEAT. You can find some inside an iron chest in the fifth level entry room of the Edmund
and
inside the iron safe from the bridge of the Sombra. Give the meat to Heko and return the
next
day to receive HEKO THE STRAY'S SHELL OF GRATITUDE.
F. LALAH AND THE TEMPORAL ARTIFACTS
After the endgame, Lalah the Archaeologist appears in Hillside Village, and she is
desperately
searching for artifacts that are "out of place" for their time. Fortunately for her,
Telospolis is
loaded with them - 18 of them, in fact. Three of the artifacts can be found in the
previous
section of Telospolis that you dove through to replace EREBOS. The others are located in
a
different section of the city that is not available until after you "win" the game.
Once you have "won" the game, a new doorway opens in Telospolis. Dive to the sunken city
but do not move forward upon entering: instead, turn to your right to see the new doorway.
This will lead you to a completely new section of Telospolis and to 15 more out-of-time
artifacts.
What follows is a "swimthrough" of the new sections that will show you the location of the
remaining artifacts. In the swimthrough, I will note the location of Shrine Chests and
loose
artifacts where you come across them.
Enter the newly opened doorway, head down the passage and then down the stairways until
you reach the fourth level: you will find yourself in a room with doors/passages to the
east and to
the west. Go west and follow the passages to a room with a hole in it (SHRINE CHEST 1),
descend through the hole and follow the subsequent passages, rooms and holes down to the
sixth level. Follow the sixth level passage until you reach an apparent dead-end with a
marker
detailing the history of Telospolis. On the east wall of this room is a door. Open it,
go through
and up to the fifth level and then up to the fourth level. You will see a corridor here,
and when
you enter it, you will be grabbed by a strong current and pushed down the corridor into
another
intersecting corridor. You will not be able to go back the way you came at this point, so
be
certain you are ready for a long time underwater.
Take the hole you find here down to level five: you will find two rooms here, each with a
hole
descending to the sixth level. Go down the eastern hole first and "push" the pedestal
that you
find there (ANCIENT BATTERY). Go back up and then down the second hole to the sixth
level. Head down the south passage which will open up into a very long chamber with many
pillars. Go west, and you should quickly come upon another passage. Head down it and
into a
room with another pedestal (GOLD SHUTTLE). Push the pedestal then head back to the pillar
room.
When you re-enter the pillar room, head east. You will come across two arches into a
narrow
room that bisects the pillar room - there is a gulper shark inside here, so be careful and
quickly
swim through one arch when it is near the other. I would not recommend using the FISH
AWAY attachment for your multi-sonar because this can drive the shark out of the narrow
room and into the pillar room.
Once past the shark room, stay near the north wall and you will soon come to a "secret"
door
there in a small niche. Beyond the door is a room with a passage leading north and a hole
up to
the fifth level. You will not be able to go down the passage yet as the current is too
strong, and
the hole up leads to a room with sealed door marked with a depression for some kind of
key.
Ignore this area for now.
Continue east in the pillar room, past the secret door until you reach another passage in
the
north wall. Go down this passage and into a room with a third pedestal and a hole in the
ceiling.
Push the pedestal, but do not go up through the hole at this point. Instead, return to
the pillar
room and head eastward again. You will quickly find a final corridor to the north (SHRINE
CHEST 2), so head down it and into a room with two arches (SHRINE CHEST 3). In this
room is the fourth and final pedestal you will need to push. Doing so will stop the flow
of the
current in the passage back behind the secret door. You will now have two choices of
egress
from Telospolis.
The first way is to go back to the pillar room, head west and go back into the room with
the
third pedestal. Go up through the hole in the ceiling to get to the fifth level: you will
see passages
going west and south. The way west leads to a hole down to a room containing an unknown
document (BOOK OF VAINIC). Go south and up the hole there to the fourth level then head
down the westward passage until you reach an intersection. To the left is a dead-end
(SHRINE
CHEST 4), so go right. The current will grab you and push you into a room (SHRINE CHEST
5) with a hole going down to the fifth level. Go down and then down the next hole you see
to
the sixth level: you will find yourself in a chanber with a dead-end passage to the east,
but the
end of that passage is actually a "secret" door. Open and go through the door, head north
then
west into a room with a hole leading up to the fifth level. Follow the passage to a hole
leading
up to the fourth level, then head north and east to a door that opens into the room where
you
originally made the choice to go west when you first descended to the fourth level of the
new
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