staffforest.weebly.com
Open in
urlscan Pro
74.115.51.8
Public Scan
Submitted URL: http://staffforest.weebly.com/
Effective URL: https://staffforest.weebly.com/
Submission: On December 07 via api from US — Scanned from CA
Effective URL: https://staffforest.weebly.com/
Submission: On December 07 via api from US — Scanned from CA
Form analysis
0 forms found in the DOMText Content
staffforest * Blog CORELDRAW FARBPALETTE KOSTENLOS HERUNTERLADEN MUSIK 1/11/2018 0 Comments RAL C1 DIGITAL kostenlos zum Download auf GIGA.DE. Softwarepaket rund um die RAL Farben. Jetzt RAL C1 DIGITAL downloaden! Download von Corel draw x3 download auf Freeware.de. Jetzt kostenlos herunterladen! Toggle navigation. Musik ohne Kopierschutz aufnehmen. Themen von A bis Z • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| •. Themen von A bis Z • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| • •| •. 0 Comments COREL DRAW 12 RAR 1/11/2018 0 Comments CorelDRAW Graphic Suite 12 Technical Setup Details • Software Full Name: CorelDRAW Graphic Suite 12 • Setup File Name: Corel_Draw_v12.iso • Full Setup Size: 632.92MB • Setup Type: Offline Installer / Full Standalone Setup: • Compatibility Architecture: 32 Bit (x86) / 64 Bit (x64) • Latest Version Release Added On: 30 th April 2015 • Developers: System Requirements For CorelDRAW Graphic Suite 12 Before you start CorelDRAW Graphic Suite 12 free download, make sure your PC meets minimum system requirements. • Operating System: Windows XP/Vista/7/8 • Memory (RAM): 1GB of RAM required. • Hard Disk Space: 1.5GB of free space required. How to Crack Corel Draw 12? Download the Corel Draw 12 from this site. Now extract its setup using win RAR. Now install this crack version. Now Copy and paste the installing File. Screenshot: Corel Draw 12 serial key Full version Free Download. Corel Draw 12 Crack Keygen Plus Serial. Corel Draw 12 Full Version Free Download With Crack Serial. • Processor: Intel Pentium 4 or later. CorelDRAW Graphic Suite 12 Free Download Click on below button to start CorelDRAW Graphic Suite 12 Free Download. This is complete offline installer and standalone setup for CorelDRAW Graphic Suite 12. This would be compatible with both 32 bit and 64 bit windows. Before Installing Software You Must Watch This Installation Guide Video. If file is deleted from your desired shared host first try checking different host by clicking on another file title. If you still have trouble downloading CorelDRAW X3 Portable - Micros Downloads.rar hosted on mediafire.com 33.12 MB, Coreldraw 12 portable rar hosted on depositfiles.com (163 MB), Coreldraw 12 0 0 458 portable rus crank4 ru hosted on depositfiles.com (45 MB), or any other file, post it in comments below and our support team or a community member will help you! If no files were found or matches are not what you expected just use our request file feature. Registered users can also use our to download files directly from all file hosts where coreldraw 12 portable was found on. Just paste the urls you'll find below and we'll download file for you! If file you want to download is multipart you can use our to check whether multiple download links are still active before you start download. Our goal is to provide high-quality PDF documents, Mobile apps, video, TV streams, music, software or any other files uploaded on shared hosts for free! If you found that any of above coreldraw-12-portable files may have been subject to copyright protection. Please use our page. How to download coreldraw 12 portable file to my device? Click download file button or Copy coreldraw 12 portable URL which shown in textarea when you clicked file title, and paste it into your browsers address bar. If file is multipart don't forget to check all parts before downloading! In next page click regular or free coreldraw 12 portable download and wait certain amount of time (usually around 30 seconds) until download button will appead. Click it and That's it, you're done amigo! Coreldraw 12 portable download will begin. Corel Draw 12 Crack Keygen Plus Serial Key Full Download Corel Draw 12 Crack Keygen is important software for all the graphics users who want to solve the pictures problems. You can work from its as a label of Corel graphics suite which draws having a bitmap image editor Corel photo paint. It includes many system tools such like dynamic guides, export to MS office or word options, smart drawing tools, virtual segment Delete tool. Moreover it provides the very quality results that give you full satisfaction related to Corel draw functions. Therefore Corel Draw 12 Free Download competes to other versions with very in tuff situation due to its visibility. Particularly in start this version is made for specially windows 3 but time to time due to enhancement of this app now it is running on Actually Corel Draw 12 Serial Key Free Download version particularly made for Microsoft windows 3 but due to passing of time with great technology now this product is mostly runs on Windows XP, Windows Vista, and Windows 7 very easily. But it is not more efficient than AutoCAD 12 because AutoCAD 12 is an application due to its particular reasons. Main Features Of Corel Draw 12: • Easily resolve the picture problems. • Highly resulted program. • Outclass Unicode text station. • Best Dynamic Guides tool. • Export to MS office & word options. • Endless Possibilities of Creativity option. • User friendly and simple using interface. • Enhance the visibility very much. Minimum System Requirements: • 1 GB RAM. • 5 GB Hard Disk Space. • Windows XP, Vista, 8 & 7. How to Crack Corel Draw 12? • Download the Corel Draw 12 from this site. • Now extract its setup using win RAR. • Now install this crack version. • Now Copy and paste the installing File. • Done, Enjoy! Screenshot: Corel Draw 12 Crack Keygen Plus Serial Key Full Download You can download its setup from given links. 0 Comments DUNGEON SIEGE 2 PC RIP MOVIES 1/11/2018 0 Comments Press [Enter] during game play and type [ + ] followed by one of the following codes to activate the corresponding cheat function. To disable a code, type [ - ] followed by the code. Code: Effect: twilightzone Activate developer gallery teleport sequences (Only during game teleports) version Display version opnauticus Glittering Silver Ring of Knowledge (+24 intelligence, +5% Gold Dropped) quwhba Instant kill drlife Invincibility extracreamy Less chunky superchunky More chunky movie Record a movie imalittalteapot Silver ring, weapon, garment. Conflict between two-handed weapon and offhand equipment is ignored when you are in spell-casting mode instead of melee attack mode. Therefore two-handed weapons can be equiped together with either a shield or a single-hand weapon (at least until it is patched).Equip a two-handed weapon together with a shield: 1. Equip a shield, leave your main hand empty 2. Select a spell instead of melee attack as your action 3. Equip a two-handed weapon onto your main handEquip a two-handed weapon together with a single-hand weapon: 1. Equip two single-hand weapon onto both hands 2. It's been a generation since you vanquished the evil that plagued the Land of Ehb, and nowa new menace has awakened. In Dungeon Siege II, the sequel to the best-selling RPG from Gas Powered Games, you will be called on to again wield sword and spell to save the world from a growing abomination many years in. For Dungeon Siege II on the PC, GameFAQs has 22 FAQs (game guides and walkthroughs). Select a spell instead of melee attack as your action 3. Remove the single-hand weapon from your main hand, then equip a two-handed weapon onto the main handIf you wield a two-handed weapon together with a single-hand weapon, you will still be able to initiate Dual-Wield powers such as Wave of Force and Elemental Rage, and at the same time you still benefit from the two-handed weapon skills, such as the chance to stun bonus. » » » Movies Movies The movies stored here were removed when the site was archived. Please check the links below for other Dungeon Siege movies. Links to other sites with movies Features a 19.7MB movie in MPG format, shows roughly two minutes of gameplay footage. The movie is narrated in German. Date: August 11, 2002 A 3.4MB, 1 minute DiVX file that showcases Dungeon Siege, narrated by Chris Taylor. This movie was shot from a shaky camera. Date: August 11, 2002 Microsoft's official Dungeon Siege website features several clips of the game, including one that is narrated by Chris Taylor. Date: August 11, 2002 A video showing Wesrin Cross, an underground dungeon infested with spiders. The file is 2.4MB's and lasts 1 minute. Date: August 11, 2002 Features a tour of Stonebridge, the first town you encounter after you begin your journal in Dungeon Siege. There are two versions of the movie in WMV format (2.3MB and 5.3MB respectively, one minute in length) Date: August 11, 2002 Hosted on FilePlanet - prepare to wait in line for the download. 14MB, 27 seconds. Date: August 11, 2002 Date: August 11, 2002 Date: August 11, 2002 Date: August 11, 2002 Date: August 11, 2002 Movies, trailers, narrated demos, etc. Date: August 11, 2002 Total Annihilation creator Chris Taylor is back with his newest project entitled Dungeon Siege, an action fantasy role-playing game that combines elements of both role-playing and real-time strategy in this gigantic, continuous, fully 3D fantasy world on an adventure to discover and conquer what evil has befallen the land. Take on the evil with up to ten characters to adventure with you and watching your back. Fight hordes of enemies in real-time, as you plan your next strategic move in an over-the-top battle view. Experience seamless gameplay as you journey from the highest mountain to the deepest dungeon without ever stopping to watch a loading screen. Chris Taylor and Gas Powered Games just may have the ultimate Diablo killer. Date: August 11, 2002 a 35 minute Dungeon Siege demo by Chris Taylor in Korea (the video is narrated in both English and Korean) Date: August 11, 2002 Date: August 11, 2002 An archive of movies showing off different magic spells Date: August 11, 2002 Date: August 06, 2002 Want to read more? Dungeon Siege II Broken World PC Torrent Download game Dungeon Siege II Broken World PC torrent telecharger le jeu: Dungeon Siege II Broken World PC torrent Dungeon Siege II Broken World PC torrent تحميل لعبة Download full game: Dungeon Siege II Broken World PC torrent' /> Download game Dungeon Siege II Broken World PC torrent telecharger le jeu: Dungeon Siege II Broken World PC torrent Dungeon Siege II Broken World PC torrent تحميل لعبة Download full game: Dungeon Siege II Broken World PC torrent'/. Hunt down the Dark Wizard known as the Overmage and his band of surgeon familiars to restore the world of Aranna in the Dungeon Siege II: Broken World expansion for the PC. This expansion pack includes ten hours of quest gameplay, and five hours of optional quests and levels. The game also features two modes of play “Mercenary” and “Elite,” and two more player classes such as the Fist of Stone class that is designed for dwarves, and Blood Assassin intended for use by the Elves. Unlike Dungeon Siege II, Broken World features the option to add a fifth member to a group after the expansion is completed. Over 40 monsters stand ready for a beating with the added weapons, armor, and enchanted magic items. Additional pets are designed to enhance gameplay, and reagent recipes are intended to create unique and powerful items. Download game Dungeon Siege II Broken World PC torrent telecharger le jeu: Dungeon Siege II Broken World PC torrent Dungeon Siege II Broken World PC torrent تحميل لعبة Download full game: Dungeon Siege II Broken World PC torrent. 0 Comments INTERNATIONAL MERGER CONTROL 1/11/2018 0 Comments December 2017 This is the latest Jones Day Global Merger Control Update, which discusses recent developments in current merger regimes, as well as the emergence of new merger control regimes worldwide. Over the past few years, merger control enforcement has surged around the world, reaching well beyond the major jurisdictions. Today, over 110 jurisdictions have merger control regimes. Some are more active than others, but all must be taken into consideration when assessing the antitrust risks of a cross-border M&A transaction. In this Update, we discuss (i) key changes to existing regimes in Italy, South Africa, South Korea, and Tanzania, (ii) the adoption of a new merger control regime in Thailand, and (iii) anticipated changes to the current regime in Argentina. KEY CHANGES TO EXISTING MERGER CONTROL REGIMES Italian Parliament Approves New Set of Premerger Thresholds On August 2, 2017, the Italian Parliament approved the Law on Market and Competition ('Law'), which provides a new set of premerger filing thresholds that became applicable on August 29, 2017. The Law, which amends the text of Article 16 (1) of Law No. 287/1990, provides the following new cumulative thresholds for notifying a transaction: • The combined Italian turnover of all the undertakings concerned exceeds €492 million (approximately US$545 million); and • The individual Italian turnover of each of at least two undertakings involved in the transaction exceeds €30 million (approximately US$33.2 million). Apart from the slight decrease of the first threshold (from €499 million to €492 million), there is a significant twofold change with respect to the second threshold, namely: (i) while the threshold is lowered from €50 million to €30 million, (ii) it now applies to at least two of the undertakings concerned (e.g., buyer and target), instead of just the target undertaking. It is anticipated that this will result in increasing notifiable transactions, particularly for the creation of greenfield JVs, albeit modestly.. South Africa Increases Value Thresholds for Classification of Intermediate Mergers Effective October 1, 2017, the threshold values for the classification of intermediate mergers increased. The thresholds for large mergers remain unchanged. Intermediate mergers are subject to a less burdensome review process than large mergers (review periods are shorter, etc.). The lower threshold (calculated with reference to the total asset value or sales of the target, whichever is higher,) has increased from ZAR80 million (approximately €5.1 million/US$6 million) to ZAR100 million (approximately €6.3 million/US$7.5 million). The higher threshold (calculated with reference to the combined asset value or turnover, whichever is higher, of the acquirer and the target), has increased from ZAR560 million (approximately €35.5 million/US$42 million) to ZAR600 million (approximately €38 million/US$45.1 million). GTDT: Market Intelligence provides a unique perspective on evolving legal and regulatory landscapes in major jurisdictions around the world. Through engaging, easily comparable interviews, the series provides the legal profession's thought leaders with a platform for sharing their views on current market conditions and developments in the law. Market Intelligence offers readers a highly accessible take on the crucial issues of the day and an opportunity to discover more about the people behind the most interesting cases and deals. Jan 27, 2016 at 4:01PM Monday's announcement of a merger agreement between Tyco International () and Johnson Controls Inc () brings different things to each set of investors. Adding Tyco's fire and security systems to Johnson Controls' heating, ventilation, and air conditioning, or HVAC, solutions will create a leading player in the commercial building-products marketplace. However, Johnson Controls also contains a Power Solutions and Automotive Experience business (car batteries, and car seating and interiors, respectively) that Tyco investors will now be invested in. Let's take a closer look at the deal and what it means to both sets of investors. Two stages You can think of the process in two stages. First, Tyco and Johnson Controls will merge, with Tyco investors owning around 44% of the combined entity, to be called Johnson Controls plc, with current Johnson Controls investors owning the remaining 56%. IMAGE SOURCE: JOHNSON CONTROLS INC PRESENTATIONS. This article was first published in The Merger Control Review. Chapter 45 inTERnaTionaL MERGER. That was needed to implement the merger control. International Mergers: The Problem of Proliferation. Jurisdictions with merger control / notification. Eds, International Mergers: The Antitrust Process, 3d. Second, the merged company will then carry out Johnson Controls' existing plan to spin off its Automotive Experience segment, to be called Adient. The resulting company will contain a balanced mix of HVAC and Controls, Fire, and Security products, plus Power Solutions. IMAGE SOURCE: JOHNSON CONTROLS INC PRESENTATIONS. Clearly, this means that Tyco investors will own around 44% of Adient, and 44% of Johnson Controls plc. I make this point to highlight that despite all the media attention on the benefits of the building-systems synergies, Tyco investors are still getting exposure to Adient's automotive operations and Johnson Controls' Power Solutions. Deal benefits The benefits can be split into four areas: • Tax synergies of $150 million, partly because of maintaining Tyco's legal domicile in Ireland in a so-called tax 'inversion.' • Annual operating synergies of $500 million to be achieved by the end of the third year, combining $150 million from corporate redundancies and cost-cutting and $350 million from operational synergies. • Revenue synergies from cross-selling and growth opportunities, which management hasn't quantified yet. • Changes in the investment proposition. The tax benefits are obvious to both sets of investors. While Tyco investors are already getting the tax benefits of an Ireland domicile, they're also getting an investment in a company (Johnson Controls Inc.) set to have a lower tax burden in the future. Operating synergy Frankly, the intended annual operating synergy of $500 million looks conservative. It represents just 1.6% of the estimated post-Adient Johnson Controls Plc revenue of $32 billion. However, it may reflect on the largely complementary nature of each company's building products. In addition, the geographic fit is complementary, with Johnson Controls strong in building systems in China, while Tyco is relatively stronger in Europe. Revenue synergy Given the conservative-looking operating synergy guidance, it's surprising that management hasn't quantified revenue synergy yet, particularly as it's the most obvious rationale for the deal. The benefits of adding scale and cross-selling opportunities to both sets of investors should be obvious, while the long-term growth of Internet-enabled devices (in other words, the Internet of Things) in both companies' products will create an increasing amount of common technological ground. IMAGE SOURCE: JOHNSON CONTROLS INC PRESENTATIONS. Investment proposition: Johnson Controls investors It's here where current Tyco and Johnson Controls investors may differ in their optimism. At the end of the two stages, Johnson Controls investors will retain an interest in Adient, but they're gaining a greater exposure to a building solutions market through Tyco's fire and security products. This marks an ongoing transition toward less cyclical end markets and a shift in emphasis toward the construction sector. Throw in the synergies and it looks like a good move, and one in line with management's stated ambition. Investment proposition: Tyco International investors Tyco investors are enjoying the nearly 12% increase in the stock price following the announcement, but they're getting investments in end markets (car batteries, and car interiors and seating) that they may not have originally anticipated. Power Solutions (that is, car batteries) is an attractive business, with around 75% of its revenue coming from the aftermarket -- implying good recurring revenue -- and an area where Johnson Controls has been actively investing in growth areas such as AGM batteries. However, Automotive Experience has some near-term question marks surrounding it. Going back to Johnson Controls' 2016 outlook meeting, management forecast a nearly 11% rise in automotive production in China. This looks like an optimistic assumption. For example, PricewaterhouseCoopers forecasts 8.2% growth in China light-vehicle production, and in December the secretary-general of the China Association of Automobile Manufacturers, Dong Yang, predicted vehicle sales growth of 5% to 7% for 2016. The takeaway The operating synergy guidance of $500 million looks conservative, and it's odd that revenue synergies weren't given even a ballpark estimate -- it suggests there's some potential upside to synergy generation. Given where the stock prices are now, I think Johnson Controls investors should be happy about the deal, as it's in line with management objectives. However, Tyco investors need to consider whether they want to be invested in the automotive industry. The deal isn't just about synergies from joining two complementary building-solutions businesses. 0 Comments YAMAHA PATCHES FOR KEYBOARDS 1/11/2018 0 Comments I am new to Yamaha synths, coming from a Kurzweil K2000. On the Kurzweil I could start with one sound, and during a pause while sustaining with the sustain pedal, I could punch in a new sound on the keypad and the next chord played would be in the new sound. I'm not seeing an easy quick way to accomplish this on the MOXF6. Am I just missing it? I don't see anything like the keypad the K2000 had to able to just punch in a voice number and go. If not, I think I bought the wrong synthesizer. I thought any quality synth would accommodate this need. Any suggestions would be greatly appreciated. You should buy any musical instrument based on the *sound*, not based on how much it works like your previous keyboard. Not only did you buy a different brand of instrument but one with different features and benefits. It may take you a bit to find your way around, particularly if you avoid the Manuals. Please don't. But here is a quick peek at what you will learn about how to accomplish this on a MOXF. On your MOXF you have several Modes, these modes allow you access to different features and importantly each has a different purpose (reason to exist). Back in the day when your previous keyboard was current, moving between programs was simpler due to the allocation of the Effects. In today's more advanced engine you will find that each individual VOICE program is far more complex in terms of architecture and signal routing (and most specifically, in the Effect routing). This mandates a different solution. You will simply need to find the MODE that supports what you require. For example, your MOXF has 8 Oscillators (Elements) available per Voice, each can be routed to one, or both or neither of two Insertion Effects available per Voice. Then the Voice, as a whole, goes to two System Effects (a 'Reverb' chamber and time-delay processor called 'Chorus') via two Aux Send controls. This routing is very much like creating a complex 'patchbay' routing on a mixing console where channels can be 'patched' to insert effects and each channel has two aux buses, but on a per Voice basis. Eight complete synth pathways per Voice. I currently own a Yamaha s80 and I like its feel and some of the sounds but It has too many dance style patches. Can any one recommend an 88-key keyboard with good pianos, strings, acoustic guitars/bass, brass and woodwinds, and percussion? I use a software sequencer. Piano feel is. Get the guaranteed best price on Portable Keyboards like the Yamaha PSR-E313 Portable Keyboard. A Yamaha keyboard. Cable to patch the keyboard into. You will appreciate the complexity and this architecture when playing and listening to sounds your MOXF is capable of making. Now if you are in VOICE mode (and you have an understanding of this architecture) you can appreciate why switching Voices by pressing a Program Change button will interrupt the sound. (It's akin to ripping cabling out of the patchbay and re-plugging it for the next sound). But then again multiple instrument sounds can be obtained in a single Voice. The advanced XPANDED ARTICULATION CONTROL introduces the best way (IMHO) to dynamically change musical instrument sounds, designed specifically for musical smooth transitions between either Articulations or entire instruments. It depends on how you use it. (XA CONTROL is for more advanced programming, not for the casual 'on-the-fly' player. Because you need to plan ahead and program the instrument to behave as you require); at some point you should explore this. It's not something you would think to look for on your previous keyboard or any other keyboard for that matter. A PERFORMANCE combines 4 MOXF Voices, potentially 32 Oscillators, each can be routed to its Voice's dual Insertion Effects. You can, again, dynamically switch between these four instruments without any interruption in audio via the [PERFORMANCE CONTROL] features and CONTROL KNOBS on the front panel. The change can be executed with a touch of a button, with a gesture from a controller, velocity, etc. In SONG/PATTERN MIXING mode you have the resources to recall 16 Voices, each Voice is in a PART. Any 8 Parts can recall their Dual Insertion Effects from VOICE mode. And for your purpose, this is where you can move between any sixteen VOICE Programs without any interruption in the sound as you do so. Use the TRACK SELECT [1]-[16] buttons. Now just so you know. In any of the modes discussed above, VOICE, PERFORMANCE, SONG and PATTERN, you can select the the MIDI CHANNEL on which the MOXF is transmitting on by pressing a numbered button [1]-[16] while the [TRACK] button is lit. In VOICE and PERFORMANCE the MOXF receives on a single MIDI channel. However, in SONG and PATTERN mode, a different VOICE can be placed on each MIDI CHANNEL. How this will work What this means is, for live play on-stage, a SONG/PATTERN MIXING setup (there are 128; 64 Song, 64 Pattern plus 32 extra Templates) can be recalled. Each can be named (for a specific use, could be the Song title, or genre, or band). Each setup recalls your favorite 16 Voices and you can switch between them seamlessly without any audible interruption or abrupt change in your effects (as was the case in your example). That's right you can hit and hold a string sound on one channel (hold it manually or with your sustain pedal) switch to another and play without interrupting the strings (using their Insertion effects). If you are holding the strings via the sustain pedal, you are free to play the full range of the keyboard on your newly selected channel. And your effects are not compromised!!!!!! Because you are free to assign MIDI Receive Channels of the Parts, you can create Layers, Splits, and complex Split/Layers in this mode. And you can seamlessly switch between layers and splits no matter how complex. This is possible again because the Mixing program recalls all of the MOXFs extensive resources when you initially recall it! Grouping the sounds you are going to play on a particular composition into a SONG MIXING or PATTERN MIXING template is the smart way to use your new technology. You only bought the wrong keyboard if you don't take the time to learn how to use it. We think you will find the advantage of the design will serve you better. Instead of limiting the complexity of the signal routing within a Voice, Yamaha elected to keep advancing what a single VOICE is capable of. And by adding, arguably, the most advanced signal processing ever placed in a music synthesizer we think it makes for a viable solution to what you are attempting. Your Distortion Guitar effects doesn't wind up on your Flute when you switch (if you know what I mean). Yamaha's VCM EFFECTS are gaining worldwide acceptance as tops in their class. Create a MIXING, selecting all the Voices you plan to use on a particular composition. Place them in any order that makes sense for you 1-16. For example, some place them in order 1-2-3-4-5 as they use them; others place the 'piano-type' in 1, the 'lead-type' in Part 2 and so on. It's up to you. Switching between any of these 16 Voices in their 16 Parts is seamless, quick and comes without crippling the synth engine and without compromising what we at Yamaha know are the best Effects in the business. The Song and Pattern mode's [MIXING] mode is where you can assemble your group of sixteen instruments for 'live' play. You will find that many things are done differently when you purchase a new keyboard. The MOXF is not the best selling keyboard in its class by accident. And while it doesn't get everything right. Seamless transition between programs while you are performing - this it has got correct. Why it works is simple. The analogy of signal routing inside a Voice to a studio Patchbay is particularly appropriate, because say I have a Voice: 'Piano & Strings'. Four Elements (oscillators) make the piano sound and the other four Elements make ip the strings. In a simple keyboard like a Yamaha PSR, you can seamlessly move between Voices because the Effects are typically post (or after) the Voice, so you just inherit the effect settings. That is NOT what happens in your MOXF. The String Elements can be routed to one Insertion Effect, while the Piano Elements can completely separately be routed to their own Insertion Effect. And when you place that Piano & String Voice in Part 1 of a MIXING setup, you can place your B3 Voice in Part 2 (with its own Rotary Speaker and Overdrive) and you switch to it by simply pressing [2]. Sustaining one Part while accessing another, full effects in affect, no problem. All the resources are recalled when you recall the MIXING, the 'patchbay' is full of spaghetti - which represents all of the detailed routing from the selected PARTS to their Dual Insert Effects. And real time control of Insert Effect parameters remains available! Conclusion No, we think you purchased the right keyboard. And now that you've found Yamaha Synth you can find out all about how it works. Then decide if it is, indeed, right for you. Please see the following tutorial article for details. Bad Mister, I think I found an easier way to get to the sounds I'll want to use the most. Just select them as favorites and call them all up from the performance favorites list. I have another question though. I have noticed that notes in the center section of the octave between middle C and the C above, essentially from D to B, that the response from these notes is slightly softer, and especially in the F to A range including accidentals. Do you know if there is an adjustment that can be done to these individual notes so they will speak better? I've even checked playing all the notes with the same finger to make sure I wasn't just playing them softer and I definitely hear a volume difference that I can't correct just by playing louder in the context of the piece. An acoustic keyboard definitely would not react this way. Any suggestions? Bad Mister, I think I found an easier way to get to the sounds I'll want to use the most. Just select them as favorites and call them all up from the performance favorites list.Okay, good! Sorry, we thought you were looking for a way to be able to hold one sound with a sustain pedal and switch to another, like you talked about in your original post. But if the Favorites works for you, then fine, you should use that then. T to use the most. Just select them as favorites and call them all up from the performance favorites list. I have another question though. I have noticed that notes in the center section of the octave between middle C and the C above, essentially from D to B, that the response from these notes is slightly softer, and especially in the F to A range including accidentals. Do you know if there is an adjustment that can be done to these individual notes so they will speak better?Sorry, that is not the case on all MOXFs, certainly not on any that I've played. If you tell me a specific sound and the OCTAVE/TRANSPOSE you're using I can tell you exactly how to adjust your sound system's EQ to compensate for speakers lack of response in the frequency areas you specify. Forgive me for asking what are you listening through and what else have you played it through? Are you playing a stereo Voice in mono? What you describe is a symptom of phase cancellation (boxy mid-range). You should play your MOXF in stereo. Try headphones, see if you hear the same response. What is an 'acoustic keyboard?' Do you mean piano? Acoustic instruments eliminate the speaker system, which from your initial description, is at issue. If you put a mic in front of your hypothetical 'acoustic keyboard' and then put it through a speaker system, it too would inherit any problems in the EQ of that system. And it is highly unlikely that what you describe is a fault of the MOXF overall. I say that because with literally tens of thousands of MOXF's and Motif XS/XF's in the market, we would hear this complaint more than from just you, if you follow what I'm saying. There is no known issue with the range of notes you mention. Are we talking the Full Concert Grand? Please be as specific as you can. If all these faults you describe are found on all Voices and Performances, and you hear them in both (stereo) speakers and headphones, let us know. Hello, This is a great article. The subject is something that I really want to improve on while using the MOXF61. I use a Roland FC-300 midi foot controller, which I also use to control my guitar effects rack processor equipment. I want to incorporate this with the MOXF61 and so far I have been able to use the FC-300 very easily with it. I have attached a picture of the FC-300 so you can get an idea of what this midi foot controller is and perhaps visualize the features of it that I am going to discuss below.. With a midi cable connection from the midi out of the FC-300 to the MOXF midi in and the FC-300 in Standard mode (which is the default Program Change mode) it is very simple to use the footswitch bank to call up either Voices or Performance changes. As you explained above however there is a latency issue as the changes are made. Using the Control List it has been easy to control the parameters of a function with the CC command that you can program into the FC-300 in each of the different modes that I use on the FC-300. The FC-300 has 4 modes: Standard Mode- PC commands in banks of 5 dedicated footswitches for PC Commands. This bank has two dedicated CC footswitches and two expression pedals CC Mode - Control Change commands utilizing 7 dedicated footswitches for CC commands and two expression pedals Sys Exclusive Mode - I have not been able to use this mode for a lot because so far this is beyond my ability with midi functions but I am working on it. Patch Mode - The mode where you write the commands (either PC - CC and several other midi commands) as needed to 5 dedicated Patch footswitches, two dedicated footswitches that will perform either PC-CC and other midi commands) and two dedicated Expression pedals that can also be programmed for PC / CC / and other midi commands I am beginning to understand the Song/Performance/Mixing mode concept and want to know is there a midi PC or CC change command function for the track select button? That way I could select all of the tracks that I assign in mixing mode with the FC-300 foot controller 'hands free' if you know what I mean by programming the correct PC or CC change command into the FC-300 for that function. Also, is there a PC or CC change command that controls the SF-1 - SF-6 buttons so that one could toggle with a footswitch thru the Arp's that are programmed for voices or performances? Your help would be very much appreciated. I am beginning to understand the Song/Performance/Mixing mode concept and want to know is there a midi PC or CC change command function for the track select button? That way I could select all of the tracks that I assign in mixing mode with the FC-300 foot controller 'hands free' if you know what I mean by programming the correct PC or CC change command into the FC-300 for that function.No, there is no MIDI Program Change or Control Change message that will function for the Track Select button. Here's why: the Program Change and Control Change messages are specific types of MIDI messages that fall into the category 'Channel Message'. And by definition you send these commands on a specific MIDI Channel and the devices set to receive this Channel will respond. You cannot 'pull the rug out from under your own feet' (best picture I can place in your mind) - you cannot use a Channel Message to change channels. It is the transmitting device that needs to be changed. In SONG and PATTERN modes the MOXF is automatically set to receive on every MIDI channel. By default, PART 1 = CH 1, PART 2 = CH 2, and so on. You will need to change the MIDI channel you are transmitting into the MOXF. You need to find out if you can change the basic MIDI Transmit channel you are communicating on from your FC300 Foot Switch. This may or may not be a convenient function for you to change (sorry we do not know that device) but that is what the SONG/PATTERN MIXING mode concept was all about. Selecting 16 Voices, one for each PART then setting up the Effects, EQ, Levels, Pan, etc., etc., etc for them all so that you can easily and quickly and seamlessly switch between playing them from the MOXF keyboard. The front panel 'TRACK' buttons numbered [1]-[16] default to sending Keyboard Transmit Channel when the [TRACK] button is lit (shown in the screen on the second line of the main MODE screens). But this only changes the transmit channel of the MOXF's (local) keybed. You will need to find a way to change the MIDI channel on which you are transmitting into the MOXF Also, is there a PC or CC change command that controls the SF-1 - SF-6 buttons so that one could toggle with a footswitch thru the Arp's that are programmed for voices or performances?No, and while this would be something that could be handled by a CONTROL CHANGE message, it is, unfortunately, not implemented on the MOXF. Thank you for the response. There was a lot of information in your reply and I think it might be able to help me. With my midi foot controller in patch mode, I can write several midi messages in one patch and each of these messages I believe can be assigned to any midi channel (1 thru 16) I choose when I write the patch. So, I think I might be able to take a single patch that I write on one footswitch (it will have a midi play command so that I can start a saved pattern that I have setup as a template for whatever song I assigned to it). I would then copy that patch to the other footswitches of the bank of 5 and then modify each one to transmit on a different channel. It sounds like it's going to be complicated but if it works I will love it. I will try this out on the factory demo songs and patterns and see what happens. As far as the Arp's assignment, your response leaves me wondering if that is something that a firmware upgrade release from Yamaha would be able to amend. That in itself would make me very happy. Do you know if that might be in the works or is it just a pipe dream? I will let you know what I come up with for the midi foot controller patches. I do enjoy this keyboard very much and it is a great keyboard with some absolutely killer sounds that I have been able to wrangle out of it and I am just a guitarist who is just now learning how to play keys. This is the first keyboard that has inspired me enough to actually take the time to learn how to play piano. Thanks, Norm. As far as the Arp's assignment, your response leaves me wondering if that is something that a firmware upgrade release from Yamaha would be able to amend. That in itself would make me very happy. Do you know if that might be in the works or is it just a pipe dream?Pipe dream at this point. It is a feature that was in the original Motif (back in 2001) but de-evolved out of the product due to lack of use/interest. We do a lot of after market research to find out which features are being used and which are just not being utilized at all. While there used to be commands to remotely select the ARPs, the front panel buttons simply are enough for 99.9% of users. For example, the Motif-Rack XS has the ability to remotely select the ARP via Control Change messages (because the front panel of a rack module is not usually accessible as it would be on a keyboard). And while I believe in 'never say never' but I think it unlikely that this might be reinstated in the MOXF keyboard. Also, is there a PC or CC change command that controls the SF-1 - SF-6 buttons so that one could toggle with a footswitch thru the Arp's that are programmed for voices or performances? No, and while this would be something that could be handled by a CONTROL CHANGE message, it is, unfortunately, not implemented on the MOXF. Such a shame this can't be done with a foot controller, kinda gutted as playing with both hands and switching arps is really tricky for me, are there any work-a-rounds at all to this? Apart from sequencing everything or using pattern modes? Hi Gavin, I think the design concept of the arpeggios, as implemented in the MOXF (and Motif series) leans more toward adjusting the 'feel' of the arp phrase using the 'Play FX' then recording them to the sequencer. Not for live selection so much. We make keyboards where that 'live' access thing is the focus, they have dedicated roles for the phrase groups like intro, fill-in, ending etc. And can 'go to' a particular 'next' selection automatically. It's just the focus here in the MOXF is optimized toward transferring the arp phrases individually to the sequencer. Once in the sequencer, you can then manipulated the phrase groups with a bit more flexibility. It is not that you cannot make the MOXF work like an Arranger Workstation, and vice versa, it's just the 'focus' of the design concept seems to lean more toward the sequencer versus live selection. You do not state what it is you want to accomplish exactly, there maybe another way to accomplish what you require. We certainly know how to make an interface that is designed for live selection, here the focus is directed more toward using the content in composition. Where perhaps with an arranger type Style based keyboard, the focus is directed toward realtime performance of backing accompaniment. Bad Mister -- I'm not sure what Gavin's exact use-case is but I had a similar case come up where I wanted to cycle through the arpeggios with a foot pedal. Perhaps there is another way to get what I want. Our 4-person jam is often lacking a drummer. On those days it would be handy to set up a PERFORMANCE with an appropriate set of drums. Our keyboardist would rather not fuss with the buttons while playing live. We would like to offload this to the bassist ('cmon -- he only has 4 strings to deal with) and give him a foot pedal so he can cycle through the Arpeggios without distracting the keyboardist. From reading the thread, I realize this must not be in your target set of intended uses (first time I'm in the 0.1%) but perhaps there is an alternative I haven't though of. About our Keyboards & MIDI Music123 offers a great selection of music keyboards and MIDI controllers from some of the best brands in the business—and offers some of the best deals, to boot. Shop Music123.com for great prices on,,,,,,,,, and packed with features. All your favorite brands are represented, including: Roland, Yamaha, Casio, KORG, M-Audio, Kurzweil and many more! Take advantage of deals at Music123 on piano keyboards for beginners, intermediate players, and professionals. Shop Music123 today and play keyboards for a lifetime! • instrument accessories • Fretted Instrument Strings • Fretted Instrument Accessories & Parts • Cases, Gigbags & Covers • Stands & Racks • Keyboard Accessories & Parts • DJ Accessories • Woodwind Accessories • Brass Accessories • Marching Band Accessories • Orchestral String Accessories • general accessories • Cables • Power Supplies, Conditioners, Cords • Rackmount, Cases & Stands • Stage & Roadie supplies • Studio & Classroom Furniture • Media, Storage & Memory • Practice Accessories • Care & Cleaning • Amplifier Parts • Tools. 0 Comments ROMANCERO GITANO TEDESCO PDF FREE 1/11/2018 0 Comments Please enable Javascript in your browser's settings, and reload this page. In Internet Explorer 7+: click 'Tools', 'Internet Options', 'Security', 'Default Level', 'OK' In Firefox 2+: click 'Tools', 'Options', 'Content', 'Enable Javascript', 'OK' If you continue to see this message, your security software is interfering with your browser. Please contact your security software's customer service or (if your computer has a service warranty) your computer's manufacturer, and ask how to configure it to allow Javascript. Readbag users suggest that Item List is worth reading. The file contains 683 page(s) and is free to view, download or print. Book + CD (includes MP3 files and PDF. If searching for the book BOTE AND BOCK CASTELNUOVO-TEDESCO MARIO - ROMANCERO GITANO. 152 - MIXED CHOIR AND GUITAR Partition classique Vocale - chorale Choeur et ensemble vocal in pdf form, then you have come. Sheet music: mario castelnuovo- tedesco - - 67 000+ free sheet music. An easy-to-use keyword tool can not only help users get accurate data quickly but also improve productivity efficiently. Remgaika.ru.com is such a tool. By analyzing the massive data associated with the keyword Romancero Gitano Castelnuovo Tedesco Pdf, it offers accurate Romancero Gitano Castelnuovo Tedesco Pdf-related search terms, top search words, and images. Meanwhile, it also provides the global search volume, CPC and competition for each keyword, which is very helpful for online marketers, SEOers, SEMers, Amazon sellers and ad designers. Related Keywords & Suggestions • Your Keyword Basket Simply highlight and copy your selected keywords. 0 Comments OCEANHORN MONSTER OF UNCHARTED SEAS WALKTHROUGH FOR GOD 1/11/2018 0 Comments • Oceanhorn is an action/adventure puzzle game in the vein of The Legend of Zelda. Most of the gameplay involves moving the hero around the world, battling enemies, solving puzzles, and collecting treasures. • To move the hero, simply hold your thumb/finger down on the screen, sliding slightly in the direction you want to move. You can also single-tap where you’d like to go and the hero will run there. • To attack or interact with an object, press the large, red action button. This button is contextual; by default, it will attack. If the hero is standing next to an interactive object—like a pot or person—it will interact instead—like picking up the pot or talking to the person. Some interactive areas are marked with a matching red button to indicate they are interactive. • In addition to your sword, you can have a secondary item equipped. In the image above, the secondary item is a shield. • To use the secondary item, press its smaller button near the action button. What you do after this depends on what is equipped. For instance: for the shield, tapping once will block quickly, or holding the button will make the hero block until you let go. For bombs, tapping the secondary button will bring out an active bomb, and tapping the action button will throw or drop it. For arrows, you can shoot a quick shot by tapping or you can aim and shoot by holding and then releasing the secondary button. • To change your secondary item, tap the gray “Item” button and select what you’d like to equip. • You can edit the button layout via the menu to support left- or right-handed playing, as well as display a virtual joystick. HUD • In addition to the on-screen action buttons, much of the information you need during your journey is always visible. • 1) Health bar: How much life you have left. When hit by an enemy, your life will decrease. If all hearts become empty, you will die and respawn at your last checkpoint. Life is refilled by finding hearts, and your maximum health can be increased by collecting heart containers. • 2) Magic bar: How much magic power you have left. You can cast spells as long as you have enough magic power. Magic is refilled by finding bottles of magic. • 3) Current key(s): If you have a key, whether regular or the Master Key, it will show up here. Regular keys are used up and will disappear once you unlock a door with them. Master Keys are permanent but are tied to their respective island; each island has a Master Key and that Master Key will only work on that island. • 4) Money and Level: When you collect coins or experience points, your total amount of money and experience will briefly appear on screen. These vanish after a short period but can be viewed at any time from the menu. Mini-Map • The mini-map contains a lot of information about the nearby area. • 1) Orange arrow: This is your (the hero’s) current location. Quantum Conundrum The Path To Higher Learning Gameplay Walkthrough. Oceanhorn Monster of Uncharted Seas Official Gamescom. Oceanhorn Monster of Uncharted. Oceanhorn: Monster of Uncharted Seas - 100% Walkthrough Part 14 [PS4] – Grand Core. He will always be centered on the mini-map since it follows him, but the arrow will point whatever direction he is facing. • 2) Blue arrow: This is a door or entrance somewhere. In a town, for instance, doors into homes or shops will be blue arrows. In a dungeon, it may be a ladder or cave, etc. • 3) Green arrow: This is the door or entrance you have just come from. • 1) Red dot: This is a hostile enemy. • 2) Blue dot: This is a friendly non-player character. • 3) Treasure chest: A completely white chest indicates a treasure chest you have not yet opened. • Open treasure chest: A chest that is clear on top is one you have already opened. • 1) Key icon: Indicates a locked door. • 2) Orange bull’s-eye: This highlights chests or doors that require the Master Key to be opened. • Note: Parts of the mini-map will fill in as you explore. A room or corridor may not appear until you are actually standing near it, while the orange bull’s-eye or treasure chest markers will show up before you actually approach them. Menu • You can open the in-game menu at any time (except during a cutscene) by tapping the mini-map. • Scroll through the menu by sliding it right or left and exit by tapping anywhere outside the black border. • The menu contains a lot of information: • 1) Level and EXP: Your current level and experience points. The first number is current experience points and second number is how many are needed for the next level. E.g., 880/1,000: you have 880 points out of the 1,000 needed to reach the next level. • 2) Location and completion: Displays your current location (island). Toggles between the word “Challenges” and the% completion you have for that particular location. 100% completion for an island means you have completed all activities there and found all secrets/treasures. • 3) Challenges: Your current challenges. Completing these will earn you extra experience points and coins. Blue challenges have already been completed; gray challenges have not. Like completion% above, these toggle between displaying the challenge specifics and how many experience points each challenge awards. • 4) Emblems and hearts: Shows which sacred emblems you have collected; below this are your current pieces of heart. Finding four pieces of heart will give you another full heart container in your life bar. • 1) Items and spells: Shows which items and magic spells you have collected. For items with quantities, also displays how many of each you have left—e.g., in the above image, 10 bombs and 15 arrows. • 2) Quest items and play data: Quest-related items you have collected and how long you have been playing Oceanhorn. Completion in this area refers to the whole game, not just the current island. • 1) Flashbacks: Flashbacks allow you to revisit any cutscene you have already viewed. Tap the arrows to scroll between flashbacks. • 2) Log: The log keeps track of all dialogue and signs you have encountered. Dialogue is shown in blue while signs are mentioned as “Note” in white. Tapping the ellipsis button toggles between both dialogue and signs or just dialogue. • 1) Settings: Edit volume with the three sliders—sound effects with the lightning bolt, voices with the speech bubble, and music with the musical note. The button just below this—”Default Right” above—edits the on-screen action buttons. The default is no virtual joystick and right means right-handed: the buttons will appear on the right-hand side of the screen. • 2) Game Center and title screen: View Game Center achievements or return to the title screen. Experience and Leveling Up • Oceanhorn utilizes a simple leveling-up system similar to those found in role-playing games. • When you kill an enemy or complete a challenge, you will earn blue diamonds that are worth varying amounts of experience points. • Those experience points are used to increase your Adventurer Level, visible in the first section of the in-game menu. • As your Adventurer Level increases, you will earn special, helpful rewards. These vary per level, but include things such as increasing your maximum number of bombs or making your sailing speed faster. • To retrieve your level-up reward you have to tap on the mini-map when “Level Up!” appears. • Note: since your health is also refilled upon leveling up, it can be useful to wait until you are low on health before claiming your reward. Sailing • Oceanhorn takes place in a world made up of islands with long expanses of sea between them. Our hero will need to use his boat to travel between these islands. • To exit to the world map, find your boat on the island and interact with it when “Do you want to enter World Map?” appears. • From this screen, you need to select your destination. Tap on an island or random area of the sea and an orange course line will automatically be plotted. • Tap on your destination again to begin sailing there. To change destination, simply tap somewhere else. • Our hero will automatically steer his boat towards the destination. However, there will be enemies and obstacles along the way. Luckily, our hero will earn a pumpkin gun very early in the game to defend his ship. • Just like on land, enemies are marked as red dots on the mini-map. To attack any dangers near you, move the aiming reticule by sliding the screen. • Tap on the action button to shoot your gun. You can shoot in quick succession by tapping multiple times. • Once our hero reaches his destination, he will automatically disembark and you will take control of him on the island. • To stop sailing at any time, tap the compass to open the map screen and select a different destination. Hints and Tips • Your hero has a limited amount of stamina, which is used for various actions. Swimming in rough (ocean) water and blocking with the shield are two examples. When performing these actions, a small green bar will appear on the hero and deplete as he continues doing them. Running out of stamina means he cannot perform that action until it recharges (in the case of swimming, it means he drowns and respawns nearby). Once he stops swimming, blocking, etc. This gauge will disappear and recharge. • You will not be able to achieve 100% on every island the first time you visit it. As the story progresses, our hero unlocks additional items and abilities that will allow him to reach previously unreachable areas. If a treasure or area seems completely inaccessible, try coming back later. • Challenges are tied to a specific island for completion, but can be completed on any island. For instance, “Read 10 signs” will contribute completion score to Hermit’s Island, but you can read those signs anywhere. • Don’t skip over dialogue without reading it. Many goals and destinations in Oceanhorn are revealed when speaking to other characters, and there is no “current goal” hint. If you are unsure what to do next, try talking to characters on the current island. • Reset buttons: Any puzzle that involves movable crates or other objects that you can get “stuck” in the wrong location will have a reset button somewhere nearby. Reset buttons are bluish gray with an hourglass on them. Pressing it will reset that room’s objects to their original locations. The buttons themselves are sometimes tricky to find, but they will always exist if potentially necessary. • Some treasure chests are hidden in plain sight. If the mini-map displays an icon for a treasure chest but nothing is there, you probably need to make it appear by completing some task, like flipping a switch. Part 1 – Hermit’s Island and Tikarel • After a cutscene, the game begins on Hermit’s Island. This level is mostly a tutorial, so just follow the path and check the signs to learn more about the game. Some signs have extra info you can see by interacting with them. • You need to get back your mother’s necklace, which has floated off toward a cave. • Bonus: Head south from the sign that says “mini-map may reveal secrets” and enter the water; swim to the small island to reach a chest with 5 coins. • Bonus: Head over the bridge east of the hermit’s hut, then up the bridge cliff slightly farther east. Enter the ladder here and go through the caves to reach a second treasure chest. • Head east past the hermit’s hut and checkpoint, then north, following the shore. You’ll reach a ladder and a cave just beyond the ladder. • Here you’ll have to solve your first puzzles; in the first room with a switch, push the metal box onto the switch to open the gate. • In the second room, you can just step on the switch to activate it. • In the third room, with the necklace and treasure chest, pick up one of the brown boulders near the room’s entrance and place it on either switch. • Note: to drop an item, stand still and press the action button. To throw an item, press the action button while moving. • Stand on the other button to open the gate. • After you get the sword and shield, return to the hermit (he’s now near the checkpoint) and he’ll tell you about Triloth, Oceanhorn, and Arcadia. • It becomes night; return to your tent on the northwest corner of the island. Be careful, there are more enemies around at night. • Some creepy guy summons robotic crabs from the ocean and then it’s morning. Return to the hermit at his hut. He’s being attacked by one of the robots! Kill it and speak to the hermit. • The hermit will tell you it’s time to seek the sacred emblems. Your first goal is to find the Emblem of Earth, and your first destination is Tikarel Island. He will give you the Master Key which allows access to your boat. • Bonus: Go inside the hermit’s hut and use the Master Key to open his chest to receive a piece of heart. Finding four pieces of heart will give you an extra heart container. • To access your boat: head south of the hermit’s hut towards the orange bull’s-eye on the mini-map. Walk to the action icon near your boat and select to enter the world map. • The hermit alerts you that he can speak to you through your seashell and offer advice. • To move around the world map, slide the screen. To select an area to travel to, just tap on it. • Tap on Tikarel Island and then tap on it again to travel there. • Note: while sailing, tapping on the compass will re-enter the travel screen and let you change course. • When you arrive in Tikarel Town you’ll hear the first entry from your father’s log book; he also came here but could only stay long enough to ask for directions. You also need directions—on how to find the Emblem of Earth. • Bonus: Travel east along the shore (without going up any stairs) until you see a bottle floating near the beach. Read its letter to reveal the island Sandbar. • Talk to the brunette man in a brown tunic that’s wandering around town to reveal the location of the Withered Lands. • Some people say different things when spoken to more than once. Talk to the man in the Red Herring Bar twice to learn that Withered Lands is where the Emblem of Earth used to reside. • Note: If you complete enough objectives, you can easily reach Wayfarer status here in Tikarel. This will give you a pumpkin gun for your boat, which lets you shoot enemies, mines, etc. While sailing. • Leave Tikarel and travel to Withered Lands. • Bonus: If you stop at Sandbar along the way, you can collect two Bloodstones—they are the giant red boulders you see, and they can be collected by striking them with your sword about twenty times. (Just keep hitting until you collect it.) • A collector in Tikarel is looking for Bloodstones, so grab them when you see them. Part 2 – Withered Lands and Bomb Island • Once you arrive at Withered Lands, follow the only path available to start. • Bonus: Once you reach an area with darker sand, drop off to the south and head east along the shore until you reach a cave mouth. Enter this to reach the treasure chest up top with 50 coins. • Talk to the man at the blocked gate; this will reveal the location of Bomb Island. • You need bombs to get through the gate, so return to your boat and head to Bomb Island. • The bomb maker’s house is on the far east side of Bomb Island. Head that way, only to find out that he’s out of bombs • Exit his house and head farther east, up a set of stairs. • Bonus: Push the statue of “Rusty” to reveal a secret treasure on the eastern beach. Collect this treasure for ten coins. • The abandoned mines are over the long bridge to the west; a lantern hangs next to it and the bridge will collapse as you walk over it. • Bonus: The northwestern corner of the map has a Bloodstone, along with some fairly dangerous enemies. Throw boulders at the hammer-wielding giant to bring him down, or lure him close to other enemies, whom he’ll attack recklessly. • Follow the path around to the northeast to reach the mines entrance. You’ll have to pass over some floor spikes just before. • In the first room, enter the shallow water and push the metal block to make a bridge between the two land masses. If you push the block too far, hit the blue switch on the left side of the room to reset the block’s position. Note: this type of button always resets puzzles. • In the second room, hit the switch in the shallow water to open the gate to the treasure chest, which contains a silver key. • Main room: most of your efforts take place here. There is a switch in an alcove near the entrance that will unblock the path to the center of the room. • Cross the bridge behind this path and kill the goblin that has a silver key. Use this key to enter the room near him and unlock an underwater path to the Master Key door. • To get the Master Key, you’ll need to move the metal crates and head south. • Drop into the water near the unlit lamps and solve the metal crate puzzle in this room—you need to create a bridge using four of the crates. • Bonus: Move the upper-most crate to reach a Bloodstone. Cross the crate bridge to get a silver key, and then return to the unlit lamps. • Unlock the door to the south of the lamps with the silver key; carry the lamp from this room to the unlit lamps and light them (any order). A treasure chest will appear with the Master Key in it. • Return to the Master Key door, which is marked as an orange bull’s-eye on the mini-map. Drop in the hole and you’ll be in Abandoned Mines – Depths. • Kill the two lines of Cepedes here—with your sword or with the skulls lying on the ground—to complete the Cepede Challenge. • Bonus: The northern cave exit has a chest with a heart refill in it. • Take the southern cave exit to reach the Master Key chest that contains bombs. You can use bombs to blow up many things, including wooden crates that you cannot push. • The wooden crates to the north of the chest have treasure behind them; the crates to the south will take you to the beach exit. • Bonus: There is a hole near the center of the island, just west of the spiked gate; fall into this to reach both a Bloodstone and treasure chest with a piece of heart. • Bonus: Just south of this hole (before falling in) is another Bloodstone. • Return to your ship and head back to Withered Lands. • Go back to the gate blocked by wooden crates and blow it up with a bomb. • Follow the path forward until you reach a shallow pool near a set of stairs; enter the cave here. • Push the metal crate out of the way, and then reset the crate with the reset button. • Push the crate back north to the square symbol on the ground to open the way upstairs. • Slash the spikey ball out of the way with your sword, then step on the blue button to open the spiked gate. • Head through the gate and to the west, up the stairs. Push the metal crate over the edge of the bridge. • Jump down and slide both crates into the wall; the first one will open the gate forward. The second will unlock the prisoner’s cell and complete the challenge “Making Friends.” • Talk to the Owrus prisoner, Rigger, who runs home. Head east through the gate you just opened and toward the guard tower. • Push the metal crate onto the single set of spikes to form a complete bridge. Walk across this bridge and up the stairs to hit the switch up top; this opens the gate to the next area. • Keep heading east; when you reach the three large statues, move each one onto a section of concrete block with weeds on it to open the gate to Rigger’s home. • Head west, down the stairs, and speak to Rigger. He will give you the spell Cast Object and reveal the location of the Great Forest island. This is where the Emblem of Earth resides. • Note: Cast Object allows you to drop a boulder on an object. To use it, equip the spell from the Items menu and then tap where you want to drop the boulder. Useful for activating buttons from afar. While casting the spell, time stands still. • Return to your boat and set sail for the Great Forest. Part 3 – Great Forest and the Emblem of Earth • At the Great Forest island, follow the path and stairs up to the Forest Shrine/Sacred Grove. • At the first split path, head northeast to a chest with a regular key. Return to the split and head west to the locked door. • Push the metal crates into the topmost section of the spiked pit to form a bridge. Cross this bridge and head east, and then up to the grassy platform. • Push the crate into the hole between bridges to form a complete path; cross this and strike the switch to open the gate to the caves. • These caves are pretty straightforward; follow the only path available until you hit a switch, then backtrack to the pool of water, which can now be traversed since the gate forms a bridge. • Cross the bridge and use a bomb to blow up the pile of wooden crates you come to. • Push the metal crate forward into the spikes to create a path. • Exit into the restless grove; kill the skeleton to get a regular key. Use this key on the giant lock near the gate to open the path. • As soon as you enter the next area, you’ll encounter a mini-boss battle against an Owrus guard. • During this battle, you’ll be in a permanent targeting/strafe mode. Keep your shield up to block her attacks, and keep strafing to the left as she attacks. Hitting her on the right does no good because of her shield. • The Owrus has a lot of health, so be patient and keep hitting her on the left in between attacks until she runs out of health. • Once she leaves, enter the next area and walk around the outskirts of the grove via the bridges until you reach a switch; strike this to open the door to the shrine. • Note: in the shrine there are enemies that float after you with masks on. They are invulnerable to your sword while wearing their mask. Either throw a pot/other item or use your Cast Object spell on them to shatter their mask, and then slice them with your sword. • In the shrine, follow the only path available until you reach a room with a single metal crate. Push this crate onto the square pattern on the floor to open the gate. The skeleton will also be released, feel free to defeat or ignore him. • Take the stairs up and follow the bridge to a chest with a regular key. • Return to just inside the shrine entrance and drop downstairs; open the locked door. • Head forward into the crypt and move north two rooms; hit the switch on the wooden bridge; this raises the water level in the room. • Swim slightly southwest until you reach a set of wooden stairs; climb these and hit the other switch. This lowers the gate blocking the chest in the northeast corner of the room. • Swim to this chest and open it to get a regular key. • Swim back south towards the entrance and head east up a short flight of stairs to a door. Go in this door and open the locked door. • You will begin a mini-boss battle with Turmos’s Arm. This battle is somewhat easier than the previous one; block whenever he curls up to smack you, otherwise slash like crazy. Don’t get too close as he’s spiky and touching him will hurt. He’ll go down fairly quickly and give you a regular key. • The Master Key chest is in this room but we can’t open it yet. Head north and open the locked door. • Follow the path until you reach the ladder; take this outside, then head west to another ladder. • Be sure to activate the checkpoint, then drop down and hit the button just north of the ladder. This opens the spiked gate that you should go towards. • Head northeast and hit the switch up the stairs to lower the water level. • Return to where you came in, near the checkpoint, and follow the bridge north. • Push the metal crate off the ledge, and then drop down onto the crate. Head north into the cave entrance. • Open the treasure chest to get the Master Key, and then take the ladder out. You’ll emerge in the tunnels, right near the Master Key chest. • Open the Master Key chest to get the Bow and Arrows. • Use the Bow and Arrows on the bull’s-eye near the chest. This raises the blocks and opens a path back to an earlier room. • Bonus: Before heading up, return to the room where you got the first regular key—exit from the Master Key chest area to a room filled with water, swim south and then head east. Shoot the bull’s-eye in this room to lower the water level and access a chest that contains a piece of heart. • Move back to the room with the inscribed stone in the center, and shoot an arrow at the bull’s-eye behind the small gate; this opens the larger gate and access to a ladder. • Take this ladder down; in the northwest corner, slash the purple plants with your sword to reveal a button. Step on this to open the gate in the northeast; go through this gate and up the ladder. • At the top of the stairs, use a bomb on the wooden platform, then fall through this hole. • You’ll fall into the central hall, where Turmos is living. • A boss battle with Turmos begins. He has four tentacle arms that move freely and his head stays stationary in the center of the room. • You need to slay all four tentacle arms; use a similar strategy to the previous tentacle fight, but stay aware of the others. When all four arms are dispatched, Turmos will open his mouth and try to suck you in. Keep your distance and throw bombs at the glowing ball in his mouth. His vacuum will suck them in, so you don’t have to throw perfectly. • If you run out of bombs, you can shoot arrows, but they’ll do less damage. • After enough damage has been done, Turmos will close his mouth and his tentacles will re-spawn. Continue this pattern—killing his tentacles and throwing bombs in his mouth—until he is dead. To refill on hearts and other items, destroy the pots in the corners of the room. Be sure you kill his tentacles quickly as they begin respawning after a certain period of time. • Once Turmos is dead, you will receive the Emblem of Earth and be taken back to your boat. • Bonus: Before leaving, talk to Rigger who is standing next to your boat—he’ll reveal the location of Riptide Reef island, where a sword recently washed up. • When you return to the world map, the hermit contacts you and requests that you visit him. • Go to Hermit Island. Part 4 – Return to Hermit’s Island and Tikarel • On Hermit’s Island, head for the hermit’s shack in the center of the island. He’s left a note asking you to meet him at the well near your tent. • It’s been a while since we’ve been here, but your tent is on the northwestern corner of the map. Start heading this way; the well and hermit are about halfway up the path to your tent. • The hermit needs you to jump down the well and retrieve a package his friend Teppo the Archeologist left behind. However, the well is too high for you to climb into. We need to get onto the cliff above the well. • Head back south, past the hermit’s shack, crossing the bridge to the east. • Climb the stairs to the hill containing the grave and go into the ladder entrance. • Go back through this cave and you’ll emerge at the hermit’s picnic spot. • Drop down onto the hill immediately to the southwest of the ladder, where the two trees are. You can get into the well from this area (just walk into it). • You’ll drop into Great Chronicler’s Grave. The stairs to the north allow you to exit the well. • Head south and follow the path until you reach a four-way intersection with a locked door. • Head north at the intersection. Drop off the dirt embankment and walk around to a chest that contains a regular key. • Push the metal crate out of the way and return to the intersection. • Bonus: Head south at the intersection for a Bloodstone. • Use the key to open the locked door. • Bonus: At the next intersection, cross the spiked trap to a chest with five bombs inside. • Bonus: Head north at this intersection to a room with a Cepede and a treasure chest containing a piece of heart. • Head south at the intersection to a room with a closed door and statue. Push the statue north once to open the door. • In the Room of Answers, pick up the stone block near the closed door and place it on the red button between the monuments. Head through the door that opens. • In the next room with the shallow water, walk north across the yellow button and keep walking. Timed right, you’ll get onto the stone blocks before they rise up and can just walk straight north to the doorway. • Wait for the fire-breathing statue to stop, and then walk down the hallway. • In this room, there’s a treasure chest on the mini-map where a half-wall is. Blow up this wall with a bomb to reveal the chest containing a regular key. • Head into the next room, kill or ignore the three skeletons, and unlock the door with the key. • Proceed forward into the tomb room. Press the blue button on the southeast corner to unblock the treasure chest. • Open the chest to receive the Lost Stone Cube of Archimedes and be transported back outside the well. • The hermit needs time to study the Cube and its documents. Let’s head back to Tikarel while we wait. • It’s now dusk in Tikarel and a girl is waiting at the entrance to the boat docks. Talk to her to learn that the Festival of the Sun is about to start, but her father cannot climb the path to Humming Hill. She needs you to take her up the hill and gives you a regular key. • Head to the northeast section of town and open the locked gate. • Continue heading east and enter the cave here. • Bonus: In the large room in the cave, blow up the wooden crates and slash the weeds behind them to find a Toy Soldier, worth 20 coins. • Follow the cave west and south until you reach the exit. I recommend fighting as little as possible here since the girl’s goal seems to be interrupting you during a battle. • Follow the outside path to the west and head up the top of the hill. • When you reach the top of the hill, a mini-boss battle will begin. It’s the guy from the black boat who’s been dispatching robot crabs all over the place: the Dark Apostle. • This battle is similar to the previous one with the Owrus guard; he has a shield protecting his right side. However, this one is much easier thanks to the flame pillar in the middle of the battlefield. • Use the pillar to your advantage; strafe around it until the Dark Apostle turns to run after you. When he turns, his back is wide open and you can usually get in two or three slashes. Keep doing this until he’s defeated. • Our hero watches the fireworks with the girl and they plant the acorn together. You’ll then return to your boat, automatically completing the “Town Sheriff” challenge. • Talk to the girl (Neeti) before you leave to reveal the locations of Gillfolk’s Drop and Southwind Isle. • Bonus: The rest of this section contains optional items you can now do in Tikarel. For the main quest walkthrough, proceed to Part 5. • You can now blow up the rocks blocking Crayfish Cave. It’s on the northwestern side of town, but not up the hill. • In Crayfish Cave, head east. Slash the weeds in the corner to reveal a red button; place either the log or small boulder on this button to unblock the northern path. • Head across the bridge. There’s a crate puzzle blocking a treasure chest. The easiest way to solve this is to blow up the wooden crates on the western side and move the metal crate into the spot where the wooden crate was. This chest nets you 150 coins. • Head west and exit north (you can’t get the treasure chest in the water yet). Read the letter in the bottle to reveal the location of Reef. • Go back inside and head east—there’s a Bloodstone here—and up the ladder. • Cross the bridge to the south and enter the abandoned house. Open the two treasure chests to get extra bombs and 50 coins. • There’s not much else you can do here except learn someone’s been staying there and making robots—who could that be—so leave the house and drop down. • Other bonus: Let’s go meet with the Bloodstone collector. • Head straight east from the abandoned house. Drop down two levels onto the grassy area, and then drop into the hole here. • Speak to the collector; he wants a lot of Bloodstones in exchange for a “special gift.” • Exit the cave and push the metal crate forward onto the beach; you can now visit the collector via this direct entrance. • While we’re here, use your bow and arrow to shoot the bull’s-eye that is directly south of the collector’s cave entrance. Standing on the beach you won’t be able to see it; swim a little bit out in the water to see it. • You can shoot the bull’s-eye while it’s off-screen; do so and a treasure chest appears to the northeast. This is another one you can’t collect yet, so leave it for now. • Let’s leave Tikarel and continue the quest in Gillfolk’s Drop. Part 5 – Gillfolk’s Drop and Honey from Southwind Isle • Sail to Gillfolk’s Drop, which is directly west of Tikarel. • The entrance to Gillfolk’s Drop is blocked by a stone wall. Use your bow and arrows to hit the bull’s-eye just past this wall. • Head west along the beach, turning north until you come across a bottle—read its letter to reveal the location of Skerry. • Head back towards the entrance, taking the stairs directly to your left before you get all the way back to the docks. • Follow this path up and around to Deep Cove: the entrance is a shallow pool of water with a metal gate. • Use your Cast Object spell on the blue button just west and above this gate to open it. • Speak to the Gillman here to learn that he’s waiting for the honey deliveryman; we don’t have any honey, so exit the cove and head back toward the docks. • Bonus: Just north of the docks is a treasure chest in plain sight with five coins inside. Be careful, as some enemies jump out as you approach. • Return to your boat and leave Gillfolk’s Drop. • Bonus: Stop by the Skerry to get a Bloodstone from the northwest corner and 25 EXP from a treasure chest on the eastern edge (blow up the wooden crate with a bomb). The other treasure chest requires the jumping ability, which we don’t have yet. • Go to Southwind Isle. It’s on the southern side of the world, near Hermit’s Island. • Bonus: There’s a Bloodstone on the southern edge of the island; just head northwest, then drop down onto the beach to reach it. • Head northwest from the docks, then take the first set of stairs east. There is a wind-powered gate near the center of the island that warns it may be shut if there’s dust in the windmills. • Head up the stairs south of this gate and clear the weeds and boulders from around the windmill. It will begin spinning. • Follow the bridge south to the other windmill; slash the weeds near it to activate it and open the gate. • Return to and enter the gate that is now open. • The path here is pretty straightforward; follow it east, up and around. Push the metal crate out of the way and head down the rickety planks. • Head down and you’ll come to a cave with a boat docked outside. • Bonus: Head east and swim to the small island just beyond the cave to find a Bloodstone. • Enter the cave and turn east; there’s a chasm behind a railing and across this is a switch. • Use your Cast Object spell on the switch; this raises the blocks to the north and forms a bridge. • Take the bridge up and around; head west when the bridge splits. • There’s a crate puzzle blocking the stairs. Move the crates to the left and right of the stairs to open the path. • Head north in this next room. Knock the first wooden crate north off the bridge. Get behind the second wooden crate, push it onto the bridge, and then knock it off past the first crate. • Walk across the crates to the next room. • There’s a man standing on a pillar in the center of this room, with four crates positioned randomly around him. We need to form a bridge to this man. • Push the two blocks that are on the uppermost area (near the reset button) off the edge directly across from the man. The first block will form a short bridge from this ledge, while the second will fall to the ground below. • Move down to the block on the western side of the room and push it off the ledge so it’s sitting right next to the block you just pushed to the ground. • Move the final block that is north of the man over to this area and push it across the block you just moved down, on top of the block next to it. This will complete the bridge. The final alignment is visible in the above image. • Note: The reset button for these blocks is in the southeast corner of the room. If you get trapped on a block and cannot get down, select “Return to Title Screen” from the main menu to reset at the door. • Head back up, cross the bridge, and speak to the man. • He is the honey man; he gives you honey as a reward and says he’ll return to Tikarel, where you can buy more honey. This completes the challenge “Faith of the Honey Man.” • Take the honey and head west out the back exit; push the metal crate into the water to form a bridge and use this shortcut to return to your boat. • Note: Carrying the honey slows you down and you have to drop it to fight. Be careful to stop moving before dropping it, or else you may throw it somewhere difficult to reach. • Let’s take this honey back to the Gillman on Gillfolk’s Drop. • Arriving on Gillfolk’s Drop with the honey earns you the “Fruitti Di Terra” challenge. • Head west up the stairs and back around to Deep Cove. There are indentations in the walls here that you can duck in to avoid enemy projectiles while carrying the honey. • Take the honey to the Gillman at the gate and he’ll give you a regular key; use this to unlock the way to Deep Cove. • Swim over to the western edge and take the stairs up. The Gillman in this area informs you that the Emblem of Ocean is in the Gillmen’s Royal Palace. • Head east across the metal bridge and drop down near its center; speak to the old Gillman northeast of the bridge. • He tells you that their palace and princess have been frozen and cannot be entered. Only an item from the nearby Cavern of Fire will allow entry. He gives you a regular key to open the way to the Cavern of Fire. • Use the key on the giant lock just west of the bridge; this retracts the metal blocks encompassing the ladder to the west. • Take the ladder up, and then head south. Follow the small islands to the west and north. You’ll eventually come to a green button. • Step on this button and quickly run east past the blocks that retract; they are timed and will go back up quickly. • Walk to the top of the stairs and use your bow and arrows on the bull’s-eye to the north. This will open the stone door to the Cavern of Fire. • Head up the stairs past the door and read the letter in the bottle here. It mentions the Cavern is too hot, but there might be a helpful item at Old Fortress. This reveals the location of Old Fortress. • Bonus: Just east of this bottle is a Bloodstone. • Let’s go to Old Fortress and get the helpful item. Head up the stairs towards the cavern, but drop off the open section to the west. First push the wooden crate off the ledge, and then fall onto it. • Bonus: There is a Bloodstone just north of where you dropped. • Head west onto the grassy area, then drop down next to the metal crates. • Push these into the ocean to form a shortcut back to the docks. • Return to your boat to the south and set sail for Old Fortress. It is east of Tikarel. Part 6 – Old Fortress Island and the Cavern of Fire • Head west and north around the edge of Old Fortress, following the only real path available. • Up the stairs and across the bridge to the Western Watchtower, there is a chest with a regular key. • Grab this key and continue heading east. • Bonus: Keep going east along the narrow metal bridge; there is a Bloodstone at the end. • Drop down into the center of the island into a small courtyard. Head through the locked door to the east. • Enter the wooden door to the fort; you’ll be in the cellar. • Head northwest and through the cellar. At the split path, head east. • Bonus: At the split path, head south and take the ladder up. You’ll exit right next to a treasure chest with 150 coins. Go back through the cellar and take the eastern path. • You’ll emerge in Direfolk’s Hideout in the prison cells. Head south and use a stone or barrel to press the red buttons. This opens the cell doors. • Return to the cells and open the treasure chest in the farthest north one to get a regular key. • Bonus: Head south from the room with the buttons to find a treasure chest with 20 coins inside. • Head east from the room with the buttons. • Head south and hit the switch to open the second set of cell doors. • Bonus: Head farther south to a small docking area with a Bloodstone. • Head east to a checkpoint and locked door. • Head north and then west into a kitchen-like area. Kill the hammer-wielding ogre here to get the Master Key. • Return to the locked door and go through it to the second floor. • Head east past the spikes into another room with prison cells. Step on the blue buttons to open the doors and get a regular key. (The buttons open the cells opposite of them, so if you don’t want to fight the Cepede, push the button in front of it.) • Head north through the locked door and cross the bridge. • Hit the spiked ball with your sword until it’s on the red button; the gate will open. • Bonus: Head west on the bridge—push the wooden crate off—and out the exit. Move south along the ledge and drop down two levels next to a tree. You’ll emerge near a Bloodstone and treasure chest containing 50 EXP. Then head south along the bridge near this chest to reach a chest with a piece of heart. • Head through the gate near the spiked ball and follow the path to a bridge leading to a hole in the floor. Fall through this hole to land in front of the Master Key chest. • Open the chest to get the magic: Ice Spell. • Push the top crate off the ledge to form a bridge and head down. • Bonus: The other two chests in this room award five coins and 100 coins, respectively, but be careful—when you open them a hammer ogre appears. • Head south and then east to an exit blocked by a landslide. • Open this exit with a bomb; this leads to Abandoned Pier. • Follow the pier southwest and you’ll end up back by your boat. • Board your boat and set sail for Gillfolk’s Drop: we’re now ready to go back to the Cavern of Fire. • You’ll need to head back to Deep Cove and take the ladder near the western part of the cove to get back up top, then wind your way through the small islands again to the Cavern of Fire. • In the Cavern of Fire, head northwest and remove the boulder from the button to open the stone gate. • Bonus: Just after the gate, bomb the wall on the eastern side where the pile of rocks lies. A small hallway leads to a room with pots and a treasure chest containing a heart refill. • In the next room, push the two outer crates forward and the middle crate to either side. • You’ll encounter your first fire-breathing mask enemy here; use your ice spell to break his mask and slash him to pieces. Note: your shield will not protect you from fire. • Wait for the fire-breathing statues to pause then run forward. • Bonus: Pick up one of the lamps from the next hallway and toss it onto the unlit torch below you to make a treasure chest appear on the southern edge of this room. You can’t reach it yet, but will be able to soon. • Wait for the arrow wall traps to pause then run through this next hallway. • A monument mentions a steady arm can spread fire far. Face the two torches on the eastern part of the room. Standing behind them, shoot an arrow east to light the unlit torch behind them. Do this for both pillars to raise the gate. • Head east and push the first metal crate forward into the hole to form a complete bridge. • Follow the bridge and push the southernmost crate into the spiked pit. Leave the other crate for now. We can’t do anything else here yet, so head back west. • Go down the stairs. There are two doorways here, one on each side of the stairs. • Bonus: In the northwest corner of this room is a treasure chest with arrows. • Bonus: For even more arrows, continue heading down the other western stairs to a second chest. • Head into the northern doorway. The treasure chest here contains bombs. • Use a bomb near the wooden crate next to the wall to blow up the wall and open a path. • Follow this straightforward path until you emerge next to a reset button and some metal crates. Step on the button to open the spiked gate. • Push one of the crates forward so you can reach the spiked floor area. Push the crate you already dropped down farther south, against the stone wall. • Push the other two crates onto the spikes to form a reverse L shape. • Head up top via the stairs near the button and push the crate out of the way. • Head east towards the spiked pit and push the final crate down, then drop down and shove it into place so the entire spiked floor is covered by crates. • Return up top and walk across the crate bridge you’ve created, heading south. This will lead you to a treasure chest with a regular key. • Walk back to the crate bridge and open the locked door to the east (push the remaining crate forward out of your way). • Be sure to hit the checkpoint in the next room. Carefully traverse the spiked floor. • Once you get to the end of the room, be sure to climb the short stairs and knock the metal crates into each hole to form a bridge shortcut. • In the next room, head east across the bridge and open the treasure chest to get the Fire Spell. • This is what we came for! With the Fire Spell, we can now get into the frozen Royal Palace. • Bonus: To get the rest of the treasures in the Fire Cavern, follow the steps below. To continue the main quest, exit the Fire Cavern and move on to Part 7. • Head south from the Fire Spell chest and drop down onto the ledge with a treasure chest. This contains one coin. • Drop down again and head through the doorway to the west; go through this hallway and enter another room with a fire-breathing masked enemy. Turn south and grab the treasure chest up the stairs for some bombs. • Go back through the doorway you just came from, heading east. • There’s an unlit torch to the south in this room. You can use your Fire Spell to light it. Or you can pick up a barrel, drop it onto the lit torch in the room, and then carry the flaming barrel over to the unlit torch. • This opens the stone gate. Head through this gate, going west. • You’ll emerge near a treasure chest and ladder; the chest contains 100 coins. • Take the ladder up and you’ll be outside the Fire Cavern. • Drop down and swim to the island directly south; take the ladder back into Deep Cove. Part 7 – The Emblem of Ocean and Coral Sword • The Royal Palace is on the northeastern side of Deep Cove. Drop off to the north and follow the large pool around in a “C” shape. • You’ll emerge on the northeastern side of the map near a frozen blockage. Use your Fire Spell on this; pick up the log to move it out of your way, then head southeast. • There is a closed gate in this area with metal crates and spike pits. You need to push the crates into the spike pits. To reach the crates across from the reset button, you’ll need to walk across the closed gate. • There are four crates but only three spiked pits; the crate at 6 o’clock is not used (as in the image above). • Once the gate is open, head through and follow the shallow water path to the palace gate. • The switch to the gate is frozen; use your Fire Spell on it then hit it to open the gate. • In the Frozen Palace, head straight north and use Fire Spell on the frozen Gillman. (Although he doesn’t give you anything useful.) • Bonus: Just east of where the Gillman was frozen, head up some stairs to a Bloodstone. • Use your Fire Spell on the two metal crates in the entrance, then push each forward onto the brown squares on the floor. A treasure chest appears with a regular key. • Head east through the locked door. Follow the path around, waiting for the ice-breathing statues to pause. • You’ll come to a canal; head west briefly to a checkpoint, then get back in the water and head east. • Hit the yellow button, which retracts the water level for a short period of time. Jump down and push the metal crate that was previously underwater west. • Keep pushing it until it is on top of the red button on the far west side of the canal. You may need to hit the yellow button multiple times to do so. You’ll also need to cut down the purple plants that are blocking your way. • Head past the checkpoint into a large room full of platforms. Use a bomb to blow up the wooden crates on the northwest side of the room, and then pick up a barrel or metal beam from the small room behind them. • Use these items to compress the red buttons near the stone gate and open the gate. • Head through the gate and up the stairs to the Upper Wing. • A monument on the western side of this room tells you to pass the light throughout the rooms. You need to light the unlit torch pillars in these connected rooms. • Pick up the flaming bowl from the eastern side of the room (on top of the snowy stairs). Hit the switch near it to open the gate. • Light the pillar just north of the western monument. • Light the pillar just northwest of where you picked up the flaming bowl. • Walk through the gate and up the stairs. • Walk east and down the stairs to a checkpoint and spike maze. The last pillar is just south of this checkpoint; light it and a treasure chest appears near the monument in the other room. The chest contains a regular key. (Feel free to leave this for now as you’ll return to this room shortly.) • We need three regular keys to get through the lock bridge. Return to the spike maze. • Walk along the wall above the spikes that is just north of the checkpoint. Follow this to the treasure chest on the northeast side of the room, which has another regular key. • Tip: To make the hero walk slower and be easier to control on this narrow wall, press the attack button and hold it like you’re going to do a special attack. Keep holding until you get to the treasure chest; he’ll walk much slower. • Bonus: Walk along the other path west of the checkpoint to a treasure chest with 50 EXP. • Leave the spike maze and head to the north side of this large, split room. There are icy gates blocking your path. The eastern-most gate has an opening; use your Fire Spell on it and walk through. • This room is full of those strangely endearing spiked enemies, and a treasure chest on its north side. Walk around the spiked enemies to the chest to get your third regular key. (You don’t really have to attack them or anything.) • With all three keys, return to the bridge of locks and start unlocking. Jump in the hole at the end. • You’ll fall directly in front of a treasure chest; open it to get the Trencher Boots. You can now use them to jump over small gaps. • Note: The Trencher Boots, like blocking or swimming, use stamina. Once you run out of stamina, you won’t be able to jump and will need to let it recharge. • Note: When you’re not in a jumpable area and use the Trencher Boots, you will roll instead. • Try out your new boots by jumping on the platforms in this room to the exit. Stop to dispatch of bats as necessary. • In the next room, drop down to the north and hit the switch. • Walk around to the stone gate that drops, and then jump across the gap to where the statue’s ice breath strikes. Stand right next to its breath to reveal a chest on the north side of the room. • Open this chest to get a regular key. Return to the stone gate area and head through the door. • You’ll emerge at a locked gate; open it. • Bonus: Head west and then north to a room with spikes and books. Examine the monument to make the stone blocks rise. Then climb up and jump across the blocks to a Bloodstone. • Return to the entrance and head east until you get back to the room just past the canal and checkpoint. • Just west of the entrance are a series of jumpable platforms. Walk onto the westernmost one and jump along these until you reach the end. • Very slowly and carefully turn east and jump onto the platform with the statue, and then jump onto the final platform in front of the treasure chest. • Open this chest to get the Master Key. Return to the entrance to the Palace. • Head north through the Master Key door; you’ll enter the King Angler Mausoleum where Princess Fin is frozen. There’s also a threatening guy sitting on the throne • You can run around the room freely and prepare for the battle a bit by moving crates, but it’s not really necessary. To start the fight, use your Fire Spell on Princess Fin. • A boss battle with Dead King Angler begins. This battle is pretty straightforward: in the middle of the room is a yellow button; stepping on this will lower the stone blocks surrounding statues at the corners of the room. Run over to a block and stand on it; when it automatically goes back up, the hero will ride it to a platform with another yellow button. • Pressing the elevated yellow button will make its associated statue breathe fire. Step on the button when King Angler is nearby. He will be set ablaze and hunch over, displaying his glowing weak spot. Slash at his weak spot as much as possible before he returns to normal. You can do this from the button or the ground. • Keep following this pattern—hit middle button, ride blocks to other button, etc.—until he is defeated. • King Angler will sometimes shoot an ice beam at you; use your Trencher Boots to roll away from this beam. If you become frozen, hit the action button repeatedly and quickly to become unstuck. • Sometimes the ice beam will freeze a button. You can unfreeze it with your Fire Spell or, if you wait about 20 seconds, it will automatically unfreeze. • After this battle you will receive the Emblem of Ocean and be returned to your boat. Princess Fin recommends you get the Coral Saber, which we know is on Riptide Reef. Let’s head there next. • Bonus: Return to Deep Cove. Right after you walk in the entrance, head up the short flight of stairs and bomb the dirt wall here. Use the Trencher Boots to hop over the small hole to a treasure chest containing five coins. • Bonus: From the treasure chest above, jump to the east to reach a Bloodstone. • Bonus: In Deep Cove, walk all the way back to the crate and spike puzzle that opened the gate on the way to the Palace. Reset the puzzle to bring the gate back up, and then walk across the gate and down the metal bridge to the southwest. Use the Trencher Boots to jump onto the seashell and get a piece of heart. This is the last item needed for 100% completion on Gillfolk’s Drop. • When you leave Gillfolk’s Drop, the hermit will contact you. He says you need to find the Emblem of Sun and requests that you return to his island. We’re going to Riptide Reef first; it’s the northernmost island. • Note: You can break wooden crates by rolling into them with the Trencher Boots (saves on bombs)—doing so will complete a challenge here. • The entrance to Riptide Reef is all about the Trencher Boots; use them to jump among the small islands. Keep in mind that you cannot jump diagonally, so line yourself up straight for each jump. • Bonus: The treasure chest in the northern part of these islands contains one coin. • Bonus: The island just north of the above chest contains a Bloodstone. • Bonus: Walk under the bridge south of the first Bloodstone to find another Bloodstone. • Once you reach the first main island, cross the bridge and head east to a monument and a checkpoint. The monument mentions trials for anyone seeking the Coral Saber. • Bonus: Head southeast and use a bomb to blow up the small mound of dirt blocking the stairs. Head up the stairs to a treasure chest with arrows. • Head past the monument and checkpoint up the stairs; walk along the upper ledge until you reach a metal crate. • Our goal is to get the bronze statue on the north shore over to the shore with the other bronze statue. • Push the metal crate south towards the statues, then off into the water/beach. (You’ll need to move the statue down a space, out of the way.) • Drop down onto the metal crate and use the Trencher Boots to roll into the center wooden crate, destroying it. Note: You only want to destroy this one crate right now, so don’t use a bomb. • Head back up top and push the bronze statue onto the wooden crates, then down into the empty space you’ve just made. • Now use a bomb to blow up the other wooden crates; drop down and push the statue across the metal crate to the other shore. Arrange him two spaces directly in front of the other statue, and then push him into the other statue so they are touching. The door on the southeastern tip of the island will open. • Head through this door, where a much simpler puzzle awaits. • Use a bomb in front of the grave to reveal a treasure chest. Open this chest to get the Master Key. • Return to the upper ledge where the bronze statue was; drop off to the north and you’ll be at the Master Key door. • Open this door and walk into the clearing. When you get close enough, a cutscene automatically occurs, showing the hero pulling the Coral Saber from Sealork’s head. You now have the Coral Saber! It is much stronger than your previous sword; have fun killing things. • Bonus: A treasure chest just north of Sealork in this clearing contains 25 EXP. • Bonus: Head south from Sealork’s body and open the Master Key chest to receive a piece of heart. This is the last item needed for 100% completion on Riptide Reef. • Getting back to your boat is a little confusing at first since the crate you used to move the statues is now blocking your path. Exit back through the Master Key door and swim southwest of the blue reset button. You’ll make it to the shore of the center island and can jump your way back to the docks from here. • Time to go back to Hermit’s Island, which is south and slightly west of Riptide Reef. • The hermit is waiting near the docks, so follow the short path inland and speak to him. • He explains that the final sacred emblem—the Emblem of Sol—is located on Sky Island. • Speak to the hermit again and he says he has a way to get you to Sky Island, but first you must bring him a stool. • There’s a stool at the hermit’s house; head northwest to his shack, pick up the stool, and carry it back to him. • The hero drops the stool and the hermit requests a travel bed—aka, a sleeping bag. There’s one of those at your tent. • Go to the northwest side of the island, up the stairs to your tent. Pick up the green, rolled-up sleeping bag and carry it all the way back to the hermit. • He’s made progress on the contraption. The hero drops the travel bed at his feet and the hermit requests a burning fire bowl. • Head just southwest of where the hermit is standing and use your Trencher Boots to jump to the small island here. • Bonus: There is a Bloodstone right where you jump. • You should now have 100% completion on Hermit’s Island. • Climb the short stairs and pick up the fire bowl. You cannot jump while carrying an item, so throw the fire bowl across the gap towards the hermit and then jump across. • Pick the fire bowl up and take it to the hermit. • The final object the hermit needs is a weather cuckoo (weather vane). • There’s no such item on Hermit’s Island. Let’s head back to Tikarel. • You’ll encounter a cutscene along the way and then automatically continue sailing. • The weather cuckoo in Tikarel is on top of Neeti’s house. To get there, get off your ship and head east, then up the stairs to the north. • Head north past the well, turn east and go up the stairs to the market. • Turn south at the stairs and walk to the large tree here. The cuckoo is reachable from this location, just pick it up. • Carry it back to your boat and return to Hermit’s Island. • Take the cuckoo to the hermit. He’ll finish the invention and you’ll automatically set off for Sky Island. • Note: You won’t be able to return from this location until you complete it, so be sure you’re prepared to go. Part 8 – Sky Island and the Emblem of Sol • Follow the path down and around from your crash site. Head north at the first split and follow this path around. • When you get to the boardwalk with three telescopes on it, be sure to examine the third one. This will reveal the location of Home Island, the island where you grew up. • Bonus: Head south and use a bomb on the dirt cube next to the stairs. This will open the path to the stairs; head down and north to a Bloodstone. • Head east, being careful to avoid the laser-eye statue. It will rotate in a complete circle, so just walk past and around when it’s not looking at you. • Take either path past the eye statue; you want to head to the northeast corner. • Stand in the small opening underneath the pipe on the northern side of the doorway. Shoot an arrow to the south to hit the bull’s-eye. This retracts the stone blocks near the eye statue. • Head back and through the area where the stone blocks were. • Move to the northeast, past the giant robotic guard. This guy is a pain to kill because you have to strafe to his back to do any damage. The easiest way to kill these guards is to freeze them with the Ice Spell, then smack them in the back. • Note: You can bomb a shortcut next to the rusty statue in this area that leads to the southern half of the island. • Now head to the southwest corner. Be sure to activate the checkpoint. • You want to get to the northeastern side of the map, but you have to walk along the southern part and through a lot of barren places to get there. • Ignore the cave entrance near the checkpoint and the storm shelter (head north past the storm shelter). Keep making your way northeast and you’ll come to a settlement. • Head west and then north into town. It’s a pretty small place, and your goal is the large building up the eastern stairs. • Head inside the eastern building; a cutscene begins and Arcadian Grandmaster Ludwig explains the history of Sky Island. • Bonus: Move north into the library stacks and read the three items available here to complete the “Scholar” challenge. • In the main room, use the fire bowls or your Fire Spell to light the unlit lamps. • There is a slightly outlined tile in the northeast corner in front of one of the statues. Stand on this tile to make a treasure chest appear. Note: if you move, the chest will retract, so stand still on the tile and move forward only slightly to open it. The chest contains a regular key. • Move up past Ludwig to a ladder; take it to the roof. • Walk past the man and drop down onto the green ledge by the girl, then head west to the telescope. Examine it to reveal the location of Graveyard Island. • Drop down in front of the library; the crazed scientist will tell you to find a key in the Grandmaster’s study—we already did—and meet him at the end of the cave it opens. • Bonus: Head south past the old woman and windmill, up the stairs and across the metal bridge. Climb the single set of stairs and jump to the west; there’s a treasure chest just past here with 100 EXP. • Bonus: From the chest above, head north and drop down onto the dirt ledge. Use your Trencher Boots to jump across a gap near a tree. Then jump again to the ledge near the statue. Drop down next to a treasure chest that contains arrows. • Go back to the storm shelter. It’s southwest of the settlement. Use your key on the large lock to open the gate and head inside. • Bonus: You can see a treasure chest in this first room; follow the path north, west, south to reach it. • Head north until you reach a room with a locked door. On the eastern wall, push the statue north to reveal a hidden chest. Open the chest to get a regular key. • Open the locked door and proceed around to the bridge, following it south. You’ll reach an area with four crates and three buttons. • Blow up the dirt mound near the northwestern crate to reveal the fourth button. Push all four crates onto their respective buttons to open the door to the south. • Head through the door and hit the switch to raise the stone blocks and form a jumping bridge. • Jump along the stones, heading west, then go north—activate the checkpoint. • Head east on the bridge; when you get close enough to the crazed scientist, a cutscene takes place. The Grand Core is now open—but your mother’s necklace was stolen! • After the cutscene, head up the stairs. • Head north and then west down the other bridge; drop down onto the lower level and exit out the door. • You’ll be back in the southwest corner of Sky Island and will see the crazed scientist entering the Grand Core. • Go to the Grand Core entrance, to the northeast. Head inside and at the split near the locked gate, go take the bridge north. • Bonus: There’s a treasure chest just north of the locked gate that contains bombs. • Bonus: There’s a Bloodstone just south of the locked gate. • On the bridge, stand back a few feet and toss a bomb at the wooden crate to open the path. • Follow the bridge and loop through the next room, dodging the laser-eye statue. Head down the ladder. • Head east into a room with a spiked ball enemy; go up the red bridge and knock the metal crate up here off into the room below. • Head back to the hallway and then north into a room with many metal crates; push four of the crates onto the darkened squares on the floor to open the metal gate. • Bonus: In the crate room, bomb the northern wall between the two lanterns. Head into this room and hit the rotating contraption to turn it on. This lowers the stone gate around a treasure chest and activates the laser eye statue. Grab the 150 coins from the chest, and then hit the contraption again. • Bonus: Head west in this room and use a bomb (or Trencher Boots) to destroy the wooden crates. Open this chest to receive a piece of heart. Exit this room to the south; push the metal crate into the water and cross back into the room with the metal crate puzzle. • Head east through the gate. • Step on the blue button in this room to make a treasure chest appear. The statue also starts spitting flames. • Push the metal crate in front of the statue’s mouth to block the flames. Open the chest to get a regular key. • Head back out past the metal crates and south. • Return to the locked gate and open it. • Head northeast towards the indented area with two small robot crabs. Walk east and up the stairs to a platform. • Jump north across the two platforms until you’re standing behind an inset gem. The laser-eye statue will shoot at you when it turns your direction, and will hit the gem. • This opens the red door right below it; drop down and head through the door, then go up the ladder. • You’re in the Showroom. Head north into a room with many raised stones. • Turn the rotating contraption off. Hit the switch to lower the stones leading to the monument and climb up top. • Jump from the monument ledge onto the raised stone. • Use your Cast Object spell on the switch to raise the other stones. • Jump on the stones heading east until you reach the ledge past the contraption. • There’s a locked gate here; head south. • Bonus: Head south past the yellow button to a room with platforms above water. Jump the platforms to a Bloodstone and chest containing arrows. • At the yellow button, stand next to the railing and use your Cast Object spell on the switch in the previous room. This lowers the stones next to the monument again. • Hit the yellow button; this raises the stones on the far west side of the monument room briefly. • Run and drop back to the floor of the monument room. Hit the contraption to make it rotate again; this raises the stones on the west side of the room. • Climb up next to the monument, jump onto the stones and head west this time, across the stones raised by the yellow button. • Go quickly, but don’t lose your balance and fall off the first set of stones. You should have enough time to do all of these steps pretty easily. • You’ll end up next to a checkpoint in another room. • Bonus: Head north and drop into the water; climb the small red bridge to a treasure chest containing arrows. • Head northeast and up the flight of stairs. Go north in this room and knock the wooden crate off the bridge. • Use your bow and arrows to shoot the bull’s-eye to the east of the bridge. A treasure chest appears; open it to get a regular key. • Return to the eastern room, near the yellow button. Use the same strategy as before to cross the stone blocks: turn the rotating contraption off, climb up near the monument, jump to the first set of blocks, use Cast Object on the switch, and then jump east. • Once across, head slightly southeast to a giant lock; unlock this to open the metal gate. • Go through the gate and open the chest in this giant room to get the Shield of Chronos. This shield can reflect light! Note: It cannot, however, reflect fire. • Return to the now-open gate near the Grand Core entrance. (To get back, exit the treasure room, go west, then south, climb the ladder, and then head southeast.) • Take the red bridge south of the gate until you reach a ladder; go up to the Maintenance Floor. • There’s a bridge here with two statues breathing fire. Push one of the metal crates forward along the bridge, using it as a shield. When you reach the end, wait for the other statue to stop breathing fire, then run past it. • The next room has a laser-eye statue behind some wooden crates, and two of the inset gems on either side. We need to reflect his laser into these gems with the shield. • Destroy all the wooden crates in front of the eye statue. Stand in front of a gem, but where he can hit you; when he does, pull up your shield and walk toward the center of the room. You should be deflecting in the direction you came from, which will hit the gem and open its respective door. Do this for both gems. • Go through the western door (gate) first. This leads to a single room with a red button. • Pick up the barrel near the bookshelf and place it on the red button. A treasure chest drops in the room north of here. • Go back out the gate to the laser eye-statue room. Now head through the eastern door. • Walk around and you’ll be in the cooling unit. On the west side of the room, press the yellow button to flood the lower level. • Drop into the water and swim to the center of the room; when the water level reduces, you’ll be on the central island. Head up the stairs. • Drop down on the metal crate and go east, up the stairs. • Bonus: Grab the chest before the stairs for some bombs. • Bonus: Grab the chest at the top of the stairs for a magic refill. • At the top of the stairs, head south to the red bridge. Follow the bridge all the way over to the western room where we previously dropped the treasure chest via the red button. Open the chest to get the Master Key. • Bonus: Take the stairs down into the water and open the chest in the north part of this room for 50 coins. Note: You have to swim through the small gap between the pipes that are in the water. • Bonus: There’s a Bloodstone right next to this chest. • Head back out the way you came; cross the red bridge. Near the stairs, head east instead of down, and follow this long hallway back to the entrance of this room (you’ll come out near the robot crabs). Exit the cooling unit and head south at the laser eye statue, past the fire-breathing statues, all the way to the ladder. • Go down the bridge and back through the now-open gate. Head to the southeast, where the orange bull’s-eyes are. • Bonus: There’s some crazy crate-stacking happening here; roll into the wooden crates to get rid of them until the metal crate on top is on the floor. Jump from these metal crates to the ledge with the two treasure chests; open them for arrows and bombs. • Head to the Master Key door in the east-central section of this room. • That crazed scientist is trying to awaken the power of the gods in here; after a brief cutscene, a boss battle with “Spiritus Ex Machina” Shadow Mesmeroth begins. • This battle will seem threatening at first, but it’s probably the easiest one yet. Equip your Chronos Shield. Shadow Mesmeroth will shoot (very slow) fireballs at you; use your shield to deflect them back at him. You can basically just stand there with your shield permanently blocking. Try not to strafe too much or the fireball may fly off in a different direction. • After he’s hit by a fireball, Shadow Mesmeroth explodes into multiple glowing balls like the ones we’ve seen in previous bosses. Only one is the real weak spot; the others are decoys and will disappear when struck once. Find the right one and slash it like crazy. • Once he’s a little below half health, Shadow Mesmeroth will turn on some machinery that spits out small, unblockable lasers. Equip your Trencher Boots and roll between the four corners of the room, hitting the rotating contraptions with your sword to turn them off. When all four are turned off, the fight continues as before—fireballs, glowing balls, etc. It should only take one more series of rapid-swipes of his glowing ball weak spot to finish him off. • After Shadow Mesmeroth is defeated, the Emblem of Sol appears and your three emblems combine into one. The Sky Island returns to the sea and we learn that Mesmeroth has moved from the Grand Core machinery into Oceanhorn, in the Arcadia Ruins. • You return to your boat and the Arcadia Ruins are revealed. Note: the docks are located just south of the settlement now. • When you leave Sky Island, the hermit says it’s time to confront Oceanhorn at Arcadia Ruins. Of course, we have some new islands to explore first. Part 9 – Home Island and Graveyard Island • Note: Both Home Island and Graveyard Island are optional locations and not necessary for completing the main quest. You’ll get a useful new magic spell at Graveyard Island, and a few trinkets at Home Island. • Let’s go to Home Island first. It’s on the western side of the world map. • Note: Technically, everything on Home Island is extra and not necessary for the main quest or for completing any challenge on the island itself, so we won’t use “Bonus” here. • Head west along the shore from the docks to a Bloodstone. • Head north up the bridge and then west. Keep heading west past the indented dirt area, up a few flights of stairs. In the far northwest corner is a Bloodstone. • Return east to the indented dirt area and go south. • Go straight south to a treasure chest next to your house; it contains arrows. • Walk west around the hill and then south to the stairs to the house. • Instead of taking the stairs, go straight south and drop down to a Bloodstone. • From the Bloodstone, get in the water and swim east to a treasure chest you can see. This chest contains 500 EXP. • Go up the stairs and into the house. Open the chest inside for 20 coins. • This will earn 100% completion on Home Island. Head back to the docks and board your boat. • Set sail for Graveyard Island. It’s the southernmost island on the map. • Note: Since Graveyard Island has a greater goal with a Master Key, treasure, etc. We will use “Bonus” to denote Bloodstones and extra treasure chests that do not contain keys. • At the end of the dock, face south and jump onto the dirt ledge, and then drop off onto the beach. (This is just a small shortcut; you can get here by walking west and south as well.) • Head south and then east, past the spikes and up the stairs to a treasure chest. Open it to get a regular key. • Bonus: Walk south along the wall and then west; keep following this until you reach an elevated grassy area which contains a Bloodstone. • Drop off the wall and head back northwest, this time through the archway. • Keep heading northwest and open the locked gate. • You’re now in the graveyard. Head straight north past the note warning of skeletons and hit the switch up the stairs; this lowers one set of stone blocks in front of a treasure chest. • Head west and then straight south to a second switch. Hit this to retract the second set of stones. • Go to the treasure chest and open it to get a regular key. • Head south from the treasure chest along a long, straight path until you reach a small pool of water. • Bonus: Walk south past the water and slightly west to a Bloodstone. • Head southwest around the water and turn north at the tree. • Bonus: When you reach the tree, turn south and go up the stairs to a treasure chest with 25 EXP. • Keep heading north—activate the checkpoint. • Bonus: At the checkpoint turn west and walk down the stairs to the beach. Follow the docks southwest and roll into the wooden crate to remove it. Open the treasure chest for a piece of heart. • Head north past the checkpoint. • Bonus: Keep heading straight north to a treasure chest with 20 coins. • In the area with multiple skeletons, you need to hit the switch in the center of the room to open the spiked gate near the checkpoint. • You cannot hit it with your sword because it’s above you; pick up the piece of metal near where you just came in and throw it at the switch to activate it. • Return to the spiked gate. Go up the stairs and west across the bridge. • Bonus: Drop down near the tree and drop down to the north to reach a Bloodstone. To return to the spiked gate, head east along the grassy ledge. • Head north through the bronze statues; open the locked gate and head inside. • You’re in the Knight’s Tomb – Crypt. Head east past the spikes. • Use a bomb to blow up the large mound of dirt on the eastern wall. This reveals a small alcove with a blue switch. Step on this switch to open the stone door in this room. • Bonus: Climb up the southern stairs to a treasure chest containing bombs. • Bonus: Walk up a few of the southern steps and move west onto the ledge here. Follow the dirt ledge around to the short wooden bridge, and then use the Trencher Boots to jump to the dirt platforms in the middle of the room. • Note: The second platform has a weird rock jutting out from it. You can stand right next to this, so move to the end of the platform like you normally would. After your second jump, turn north and jump onto the treasure chest platform. The chest contains 100 coins. • In the room with statues and crates, push the second crate back one space to make a path. • You can go about the next part one of two ways: Walk east and then south, up to the bridge, and drop down at a diagonal so you fall onto the ledge. Or, push the third crate south under the bridge so you can fall straight down. The second way is “correct,” the first is faster. • Head south into the next room (nothing here) then through the eastern doorway. • Head up the southern stairs in this room and hit the switch. This reverses the stone blocks on the northern ledge. • Bonus: Bomb the eastern wall at the bottom of the stairs to reveal a treasure chest that contains 25 coins. You may need to pick up and move the metal in front of the chest to reach it. • Bonus: Just to the southwest of the switch is a hole in the corner of the room; it’s hidden by a weed. Cut this and drop down to a treasure chest containing 25 coins. (Or just take the ladder in the south of the room, both work.) • Head north from the switch. Walk down the dock past the crates, and pick up the metal on the ledge above you. Toss it into the water out of the way; this clears a path for the crate. • Go back up to the ledge behind the crate and push it north; it will fall into the hole you just cleared. • Head up the stairs and then turn north up the next set of stairs. • Bonus: After the first set of stairs, head west to a treasure chest containing bombs. • Use a bomb on the large dirt mound here to open the path; go north and take the ladder up. • Activate the checkpoint then head up the stairs to the east; hit the switch up here to raise stone blocks that form a bridge across the water. • We can’t do anything across the bridge yet, so head west past where you just came in. • Watch out for the wall arrows; turn south at the stairs and head up. • Follow the stairs up and around. • Bonus: There’s a treasure chest at the top of these stairs containing bombs. • Follow the arched bridge east, and then use a bomb on the dirt mound here to open the path to the ladder. • Take the ladder down. • Go down the stairs and then east along the bridge. Turn north and kill the hammer ogre to receive a regular key. • Bonus: From the room with the hammer ogre, go to the southeast corner and move the piece of metal here. Slash the purple plant and head east up the stairs to a treasure chest containing 150 coins. • Go north through the locked door in the ogre’s room. • Head east or west down the stairs (doesn’t matter) and walk along the ledge until you reach an opening. Take this opening and walk along the bridge to a switch; hit the switch to lower the stone gate to the north. • Return to the ledge and keep heading north. Go south through the gate that was just lowered. Open the treasure chest at the top of the stairs to receive the Master Key. • Return to the room with the wall arrows and chest across the bridge. Drop down at the arrows and head east, then cross the bridge to the Master Key chest. • Open the Master Key chest to receive the Cure Spell. • Go east and open the Master Key door. • Bonus: Use a bomb on the large dirt wall to the east to open a path. Just past the first bridge, use a bomb on the dirt mound in the northern alcove. This reveals a switch. Hit the switch to raise a stone block that completes the bridge. Follow the bridge to the treasure chest and open it for 200 coins. • Go south and up the ladder. You’ll be in the Grave Keeper’s Hut. • Step on the blue button to open the stone gate. Head south and then east up the stairs. • Exit the front door and you’re back outside on Graveyard Island. • Bonus: Walk west from the Grave Keeper’s door, past the well and drop down a level to a Bloodstone. • You should now have 100% completion on Graveyard Island. • Head back to the docks, southeast of the Grave Keeper’s Hut, and board your boat. Part 10 – Arcadia Ruins and the Final Boss • It’s time to take down Oceanhorn. Set sail for Arcadia Ruins, in the northwest corner of the map. • Head north from the docks, up the stairs and around the upper ledge—there’s really only one path here. • Just before the red bridge, the ledge will collapse. • Bonus: You’ll be deposited right next to a Bloodstone. • Head south from where you fell off, swimming; you’ll soon reach a set of stairs. Climb these and head north. • Bonus: Climb the stairs and head west instead, jumping across two gaps to return to where you just fell off. Head north and up a short flight of stairs to a treasure chest containing arrows. • Bonus: Instead of climbing the stairs to the treasure chest above, keep heading north along the ledge, jump over a gap and continue heading north until you reach a Bloodstone. • Bonus: From the central stairs, head northeast along the eastern ledge. You’ll come to a stairway leading into the water; get in and head southeast. • Bonus con’t: You should have just enough stamina to reach a stairway across the water. Once up top, head south. This is the largest section of the island but it’s mostly empty; keep going south until you reach some spikes. • Bonus con’t: Cross these and head west up the stairs to a treasure chest containing 100 EXP. Return to the central island. • Head up the stairs; there’s a flute floating in front of a ladder here. Walk into the flute to collect it. • Go down the ladder. • Bonus: In the first room you come to, open the treasure chest for 50 coins. This is the last chest needed for 100% on Arcadia Ruins. • There’s really only one path here, so just head up the stairs, down another set into some shallow water, then around and to the east. When you get close enough, a cutscene begins and then Oceanhorn wakes up. • I’m going to say this straight out: this battle is the worst thing in Oceanhorn. It’s vague, frustrating, and at times, even buggy. Go into this battle with full health and magic, because you’re going to need it. If you haven’t gotten the Cure Spell from Graveyard Island, I’d recommend doing so. • You’ll begin the battle on the western side of the room: stay there. Walk to the hero’s left (slightly north) into the corner with a lot of pots. If you walked right, you’d be near a small interior wall. Do not go to that corner; if you end up near the wall, just get away. Oceanhorn’s laser bugs out near those interior walls and goes invisible and becomes unblockable. They seem like they’d be barriers against the laser, but they are death traps. • Stay in the northwest corner. Your Chronos Shield will block Oceanhorn’s laser, but only until you run out of stamina. Your goal is to deflect Oceanhorn’s laser at either of his two legs. You are not trying to hit the blue lights at the top of his legs, you are trying to hit the red mechanical legs themselves. • To do this, deflect with your shield and then walk left or right. It’s similar to what you did with the laser gem room in the Grand Core, but it’s much harder here. Sometimes the laser just randomly deflects in the wrong direction. Sometimes it hits his leg but doesn’t register. Just keep trying. When you do hit his leg, it will crumple and he will fall onto that side, and the blue light at the top of the leg will be within reach. • Quickly move to that blue light. You’re probably going to have to equip the Trencher Boots and roll there to do this; Oceanhorn stands up so quickly that walking from the corner will not work. So, as soon as you see him start to crumble, open your Items menu and equip the boots, then roll towards the side that fell. • Hit the blue light until it breaks (should take two hits). Then repeat these steps for the other leg. • Once both blue lights have been destroyed, Oceanhorn will fall forward and the glowing ball weak spot will appear on Oceanhorn’s head. Smack this like crazy until he gets up again. The laser-leg-light process repeats. • Once Oceanhorn hits half health, he will begin tossing bombs at you. These hurt like crazy, so do your best to avoid them. If you have to choose between getting hit by a bomb or hit by the laser, choose the laser. • Be sure to use your Cure Spell as needed. Note: for some odd reason, you have to select a target for the Cure Spell. Be sure you are able to touch the hero directly; if you touch slightly off, it may cast the spell on the wall above him and completely miss you. • Tip: Don’t be afraid to use down time to heal or open pots if necessary. When Oceanhorn’s leg is hit and he collapses, the bombs cease and he is not shooting a laser at you. If you need to use this time to heal and then attack him again on the next turn, do so. • After three rounds of hitting his legs and weak spot, Oceanhorn will retreat to the roof. You’ll automatically pursue and the battle with his second form begins. • Phase 2 is also vague, but much easier. You begin on the roof opposite an even larger Oceanhorn, who slowly begins walking towards you. Run (or roll with the Trencher Boots, which is faster) backwards to the two rotating contraptions behind you. Hit them both to form a line of electricity. Stand behind this so that Oceanhorn pursues you through the electricity; he’ll be shocked and collapse. • The Dark Apostle / Mesmeroth will emerge from Oceanhorn and come after you. This battle is almost identical to the one that took place in Tikarel, although this time you don’t have a torch to help. Use your shield to block his attacks and keep strafing to his unshielded side. Hit him when he’s recovering from trying to attack you or whenever you strafe around to his back. • Note: There will also be robotic crab enemies (aka, “Spawns”) coming after you. The Dark Apostle will kill these if he attacks them, so try to fight near a corner where he’ll be forced to hit them. • Once you’ve finished the Dark Apostle, he’ll retreat back into Oceanhorn and announce “I’m taking control.” Immediately equip the flute and use it. • This ends the battleand the game! Watch the final cutscene and enjoy the ending. • Note: After you beat the game, loading your save file will place you in the Arcadia Ruins after beating Oceanhorn’s first phase. If you go up the stairs to the roof, the battle with his second phase begins again. If you exit the ruins, you can go explore the world and finish collecting items you may have missed. Returning to the ruins after leaving will not trigger the first phase—thankfully, you will never have to fight that battle again. Part 11 – Collecting Missed Items for 100% • There are a lot of treasure chests and Bloodstones we could not reach the first time we visited an island. (There may be a few we skipped over, as well.) This section will cover any extra items not listed (as “Bonus”) in the walkthrough above. Since this section is entirely extraneous and only contributes to your completion percentage, nothing will be marked as “Bonus.” • Update: The version 1.3 Oceanhorn update released on December 6th, 2013 fixed the 100% completion bug. Now all islands can be completed to 100% and this walkthrough is now complete. Old Fortress – Location on map: Northeast • Head west from the docks and then north up the stairs. Turn west at the wooden bridge and follow it to a gap. You need the Trencher Boots to jump this; there’s a treasure chest with arrows on the other side. • Head north from this chest to the bronze statue. Use the Trencher Boots to jump north onto a short bridge, then jump east twice to reach a Bloodstone. • With these two items, you should have 100% completion on Old Fortress island. • Tip: The Challenge “Old Enemy: Retire 100 Direfolk”—aka “kill”—is visible on this island. It’s also easiest to attain here, since the old jail has so many Direfolk. Bomb Island – Location on map: Central, (just west of Sky Island) • Head to the southeast corner of the map, near the treasure chest that appeared after pushing the statue previously. • Behind the tree here, you can use the Trencher Boots to jump on a series of platforms leading to a Bloodstone. • With this Bloodstone, you should have 100% completion on Bomb Island. Withered Lands – Location on map: Southeast • Head north up the stairs and then west, going across the bridge. • You’ll hit a dead-end in the southwest corner; use a bomb on the northern wall here to open a path. Head north to a chest in an alcove that contains 100 coins. • Head to the guard tower area near the northern section of the map, where you freed Rigger from prison. Hit the guard tower switch so the stone blocks to the east are raised. Walk east to these blocks and jump across them to a bridge on the other side; just southeast of here is a Bloodstone. • Go to Rigger’s home. He lives in the southwest corner of the map. • Head west past where you first talked to Rigger in front of the tree. Keep heading west, but instead of going down the small set of stairs, walk diagonally so you remain on the upper ledge. • Then walk north and turn east when you reach the wall; use a bomb to blow up the dirt here and take the treasure chest containing 50 EXP just on the other side. Note: This area is actually really large with some points of interest, like a graveyard and headless statue, but not much else. This is a good area to get the “kill three enemies with one sword strike” challenge from Graveyard Island, since a lot of the one-shot sand crabs spawn here. • Enter the cave that’s just south of the treasure chest above. Follow its path west until you reach a room with half of a bridge leading north; climb this and drop down onto the ledge to the west. Head west until you reach a room with a large stone step; go up to reach a piece of heart floating in plain sight. Drop down into the water. • In the water in this same room, use a bomb on the eastern wall to open a path leading to a Bloodstone. Exit the caves; you’ll emerge back in the desert. • Re-enter the cave near Rigger’s home. This time, you want to take the southern path, past the blue arrowed exit that goes through a hole in the floor. • Go out the southern door and you’ll emerge in the desert. • You’ll reach a ledge over a treasure chest. Drop off the northern part of this ledge, away from the treasure chest. • Walk north a few steps and you’ll reach a Bloodstone. • You should now have 100% on Withered Lands. Great Forest – Location on map: South, just west of Withered Lands • From the docks, head up the stairs until you reach a split path. Keep heading east down the stairs, then use your Trencher Boots to jump across two stone platforms to a small island. • There’s a treasure chest here that we’ve already opened. A Bloodstone is sticking out from the open chest. • Return to the split path and head up the stairs. Walk east to a grassy ledge with a tree. • Drop down next to the tree, and then slide around it (standing very close to the tree). Use your boots to jump over the gap here to reach another Bloodstone. Drop down and head back up the stairs to Restless Grove. • In the first large area of the Restless Grove, just before you reach the stone gate leading to the caves and then the shrine, go west up a small incline then north briefly. Turn east to walk along a semi-hidden wooden bridge that leads out over part of the forest. • Bomb the wall just north of this bridge to reveal a Bloodstone. • Continue heading toward the Great Forest Shrine (through the caves). • In the second part of the first large room of the Shrine (there’s a long wooden bridge), drop to the lower level and use a bomb to blow up the mound of dirt on the southern wall. A treasure chest is underneath, containing 50 coins. • Follow this lower path north, into the room filled with water. Go in the eastern door. • You’ll be in the room where you fought Turmos’s arm. Go north until you reach a ladder. Take this ladder to the outside. • Snake your way around to the northeast. There’s a Bloodstone sticking out of the wall here. • You should now have 100% on the Great Forest. Sky Island – Location on map: Central, just south of Tikarel • From the docks, head west, past the storm shelter. Cross the wooden bridge and turn to head north. • There is a Bloodstone stuck in the wall just north of the bridge, basically directly west of the storm shelter. • With this Bloodstone, you should have 100% on Sky Island. Tikarel – Location on map: North central, just south of Riptide Reef • Head to Crayfish Cave in Tikarel. It’s just north of the docks; head up the stairs to the well, then walk slightly northwest. • There’s a Bloodstone immediately to your east when you enter the cave. • Go down the stairs and take the bridge to the east. • Follow this bridge north and then take the western door; you’ll emerge right next to a Bloodstone. • Use your Trencher Boots to jump the gap west of this Bloodstone to a small island with a treasure chest. This chest contains 25 EXP. • Take the exit to the north. • Climb the stairs and use your boots to jump the gap on this first ledge. Walk past the tree and jump a second gap. Walk up the rickety wooden incline. • Walk north and jump over another gap to reach the Bloodstone. Walk up the stairs next to the Bloodstone to a chest containing a piece of heart. • Head to the southeastern corner of Tikarel, near Neeti’s garden. Drop off the ledge here (you can drop farther than normal) and use your Trencher Boots to cross the gap to the small island with the treasure chest. This chest contains 250 EXP. (Note: this is the chest that appears when you shoot the bull’s-eye to the south of the beach. If you haven’t shot the bull’s-eye yet, it won’t be here.) • Swim over to the small island just northeast of the treasure chest and enter the cave. • Follow the path around until you reach the exit. Before the exit, bomb the western wall to reveal a secret path. • There is a Bloodstone in a small nook when you first enter this area. • Keep heading west along the bridges to reach a second Bloodstone. • You should now have 100% completion on Tikarel Island. • While we’re here, let’s go visit the Bloodstone collector. You can collect his prize once you have 40 Bloodstones. • Head back towards the center of town, then walk east and drop off into the grassy area (behind the abandoned house). Fall into the hole and speak to the collector. Or, from the docks, head east until you reach the crate that we pushed off earlier in the game to create a shortcut to his cave. • He will give you the fifth and final magic spell, the Triloth Spell. Southwind Isle – Location on map: Southwest, just south of Hermit’s Island • Head northwest from the docks and take the back entrance into the honeyman’s cave. Backtrack until you reach a bridge that goes in three directions; head east along the bridge and use your Trencher Boots to jump a gap to a doorway with torches on either side. Head out this door. • You’ll be outside in a new section of the island; jump across the gap to the east and walk up a short incline to the south to reach a Bloodstone. • Walk southwest, past the tent. Cross over the shallow water here to a bridge. Blow up the wall right next to the bridge to reveal a path. • Head north up the stairs and then west, then south. When you reach a wall to the south, head up the short incline west. • Head southwest to a pool with a fish at the bottom; swim to a small island with a treasure chest on it. This chest contains 100 EXP. • Head back north. About halfway back to the tent is a stone doorway on the western side of the path. It’s slightly hidden, but you’ll see a blue arrow on your map indicating its location. Go in this doorway. • You’ll be in a room full of bats. Head west across a bridge through another door. You’ll exit near a treasure chest. This chest contains a piece of heart. • You should now have 100% on Southwind Isle. Reef – Location on map: south central, directly south of Sky Island • We haven’t visited the Reef yet, so let’s stop by there now. • Just northeast of the docks is a Bloodstone. • Walk up the stairs heading east; there’s another Bloodstone behind a palm tree. • That’s all there is on the Reef. Skerry – Location on map: northwest, just north of Bomb Island • There was a chest here we couldn’t reach previously. Head northeast up the stairs from the docks, then south along the bridge. • Use the Trencher Boots to jump the gap to the treasure chest. It contains 100 coins. • You should now, officially, have 100% on all islands and the game itself. You have completed playing Oceanhorn: Monster of Uncharted Seas. Be sure to check back often for game updates, staff and user reviews, user tips, forums comments and much more here at Gamezebo! Developer: Cornfox & Brothers Publisher: FDG Entertainment Genre: Adventure Rating: N/A Price: $16.99 Before I start; yes, this game is heavily inspired by The Legend of Zelda series. It’s a wonder how this game is still on the market, considering how stingy Nintendo is with their properties. Don’t go assuming this game is the same quality as a Nintendo product though. The people at Nintendo are masters of their craft. Not just anyone can develop a quality Zelda or Mario game. Play Oceanhorn and you’ll see what I mean. Story You wake up and find a lost necklace passed down from your family, and soon learn that your family has a past with a certain monster named Oceanhorn. Your father went missing trying to bring down the monster, and now it’s your turn. Long ago, your hometown, Arcadia, was involved in a war that robbed the light energy of Arcadia and replaced it with dark energy. This is when Oceanhorn invaded and wreaked havoc. This is about as deep as the story goes. You encounter NPCs along the way that have quite generic responses. Content Warning There is minimal violence. You use a sword and shield to pummel enemies before they fall on their sides. Gameplay Oceanhorn is playable with a mouse and keyboard, but best when played with a controller. I used a wired Microsoft Xbox 360-style PC controller during my play-through. The user interface shows your four action buttons (X, A, B, Y, if you’re using the controller), along with trigger(s). Once you find the sword and shield, you use X to swing the sword and the trigger to use the shield. The majority of the game involves breaking pots, chopping down grass, and defeating enemies, such as crabs and trolls. The A button (or space) is used for interaction, such as when pushing blocks or picking up pots or stones to throw them. The right analog stick controls the camera, but only ever so slightly. I found it extremely disappointing that the camera only moderately swivels, maintaining the game’s 2.5-dimensional camera. A full 360-degree camera would be useful for looking at environments and working out puzzles. I felt like I was missing out on a lot of the setting, due to this limitation. The most fun to be had in Oceanhorn are in its puzzles. Between pressing switches, placing objects on switches, and moving blocks around strategically; this game gets the classic Zelda-style puzzles down pat. Not only do they exist in the game’s caverns, but they are also all over each island. There is fun to be had in the puzzles on each generic island, though the islands are relatively small and have a hit-or-miss platforming feel to them. The “platforming” is problematic at best. For instance, sometimes you can go up a level without a ramp; other times you can’t. Sometimes you can go “down” a level; other times you can’t. It is frustrating, trying to traverse an island when you don’t really know which path you can or can’t take. Trial and error method is your best friend in this respect. A jump mechanic would have been extremely appreciated. While you traverse each unique island, there are three mini-challenges that give off a mobile game-type vibe. These are partly side-quests that add a bit of replay value if you have already conquered the island. Typical challenges are: “Bounce 15 enemies off your shield” or “Collect 25 coins.” The coins are used for buying things at shops. You can buy hearts (health) and bombs, among other things. Bombs are pivotal in Oceanhorn, as the game relies on your finding secret, explosive-revealing grottoes within walls. Unlike The Legend of Zelda, however, I couldn’t find anything distinctive that would tell me a bomb could be used on a particular wall. You find rare quarters of hearts in special places, and completing a heart gives you another heart in your total health. There are also rupee-like collection items called “gems” that are used to upgrade your character (which just gives you a new title like “Master Apprentice,” etc). Do you want to play an actual Zelda game yet? When traveling between different islands (which you will be doing a lot of), there is an automatic boating mechanic in place until you upgrade your boat to do more than just sail. For example, you can upgrade your boat with guns so you can take out enemies in the water, eliminate mine traps, and break lost ship debris, which gives you coins and bombs. The aiming of the gun needs refinement because it isn’t very touchy or accurate. It feels like the edge and surrounding parts of the analogue stick axis are mapped to the controls, so if you want to only move a smidge, you have to make a quick flick all the way to the end of the stick axis, as opposed to just moving the stick a tiny bit in a certain direction. Presentation The world of Oceanhorn looks beautiful and bright. Luscious water surrounds every island and rushes under your boat as you glide around the sea. Gritty particles of sand cover the plains of your exploration. Even the background score is filled with soulful clarinets and flutes. If nothing else, the aesthetics is whe re Oceanhorne best emulates a Zelda game. The whole presentation feels good, but also awfully familiar. During actual gameplay, you will be scavenging more of Windwaker-type environments that look cartoony and three-dimensional. The User Interface (UI) shows your controls the entire time, exactly as was done in The Legend of Zelda: Ocarina of Time. When the rare time comes for some story elements, there is solid voice acting, but these moments are few and far between. Most NPCs just give you text to read. The bevy of different islands in Oceanhorn present different races of NPCs, which is interesting, but just too familiar; for example, there are rock golem people and water people, a la Gorons and Zoras. Conclusion Oceanhorn: Monster of Uncharted Seas is painfully close to what we have seen before, but doesn’t do it half as well. Between smashing pots, picking them up and throwing them, chopping grass, collecting heart quarters, seeing your controls in the UI, opening chests (followed by an almost exact mini-cinematic, reminiscent of Zelda), and so on, Oceanhorn is just a carbon copy of better games. Just look at the generic, uninteresting main character–he’s like Link’s younger, would-be, brunette brother. I gave this game many chances, and it let me down each time. If you want to play a Zelda game that’s been stripped of its soul, look no further. 0 Comments DRIVER USB DEVICE_DESCRIPTOR_FAILURE WINDOWS 1/11/2018 0 Comments You will get the following error message depending on your PC: • Windows has stopped this device because it has reported problems. (Code 43) A request for the USB device descriptor failed. • The last USB device you connected to this computer malfunctioned, and Windows does not recognize it.” • One of the USB devices attached to this computer has malfunctioned, and Windows does not recognize it. • USB DEVICE_DESCRIPTOR_FAILURE The first thing I did was check my USB drivers, but there is not a problem with them. After that, I checked USB port fearing it might be a hardware problem but again no problem found because other devices are working perfectly like my keyboard, mouse etc. The problem occurs only when I insert my hard disk, so I thought there must be an issue with my hard disk but again no problem found as it was working perfectly in another laptop. Now i was seriously worried because after checking everything this must be a “Motherboard” issue but i was seriously relived when i found out that the problem is with the Fast startup and USB Selective Suspend Settings are enabled. Let’s see how to fix Unknown USB Device problem. USB Device Not Recognized. In details tab,it shows 'USB DEVICE_DESCRIPTOR_FAILURE'.Do you have any idea? You can also update the USB drivers of your computer by clicking the option 'update the drivers' in the device manager window if you are connected to the Internet. If you have motherboard driver CD,. Device Descriptor Request Failed Fix: Method 1: Use Hardware and Devices troubleshooter 1.Press Windows key + R button to open Run dialogue box. 2.Type ‘ Control’ and hit enter to open Control Panel. 3.Inside Control Panel in the search box type ‘ troubleshooter‘ and select ‘ Troubleshooting.‘ 4.After that select ‘ Configure a device‘ under ‘ Hadware and Sound‘ and follow on screen instruction. 5.If the problem is found, click on ‘ Apply this fix.‘ This must fix any error which troubleshooter is capable of but if it didn’t then please continue to the next step. Method 2: Uninstall Drivers 1.Press windows key + R button to open Run dialouge box. 2.Type ‘ devmgmt.msc’ and hit enter to open Device Manager. 3.In device Manager expand Universal Serial Bus controllers. 4.Connect your device which is not being recognized by Windows. 5.You will see an Unknown USB device ( Device Descriptor Request Failed) with yellow sign in Universal Serial Bus controllers. 6.Now right click on it and click Uninstall to remove them. Restart your PC and the drivers will be automatically installed. Method 3: Disable Fast Startup 1.Press Windows key + R button to open Run dialogue box. 2.Type control and hit enter to open Control Panel. 3.In the search box of Control Panel type Power options. 4.Now select ‘ Change what the power buttons do.‘ 5.Click on ‘Change settings that are currently unavailable.’ 6.Navigate to Shutdown Settings and uncheck ‘Turn on Fast startup.’ 7.Next click on Save changes and Reboot. Method 4: Change the USB Selective Suspend Settings 1.Right click on battery icon and select ‘ Power Options.‘ 2.Select Change plan settings. 3.Now click Change advanced power settings. 4.Find USB settings and expand it. 5.Again expand USB selective suspend settings and Disable both On battery and Plugged in settings. 6.Click Apply and Reboot. Method 5: Update Generic USB Hub 1.Press Windows key + R button to open Run dialogue box. 2.Type ‘devmgmt.msc’ to open Device Manager. 3.Find and expand Universal Serial Bus controllers. 4.Right Click on ‘ Generic USB Hub‘ and select ‘Update Driver Software.‘ 5.Now select ‘ Browse my computer for driver software.‘ 6.Click on ‘ Let me pick from a list of drivers on my computer.‘ 7.Select ‘ Generic USB Hub‘ and click Next. 8.Wait for the installation to finish and click Close. 9.Do all the above steps for all the ‘Generic USB Hub‘ present. 10.If the problem is still not solved then follow the above steps till the end on Universal Serial Bus controllers. This method must fix your error ‘ USB Device Not Recognized. Device Descriptor Request Failed‘ Method 6: Remove Power Supply to Fix USB Device Not Recognized 1.Remove your Power Supply plug from PC. 2.Now Restart your PC. 3.Now connect your USB device to the USB ports. 4.After the USB device connected to your PC, then plug in Power Supply to PC. Method 7: Update BIOS Sometimes Updating your can fix this error. To update your BIOS go to your motherboard manufacturer website and download the latest version of BIOS and install it. If you have tried everything but still stuck at USB device not recognized problem then see this guide:. Finally, I hope you have Fix USB Device Not Recognized. Device Descriptor Request Failed problem by now. Mine’s working! I was going to try out Method 5, but I did this one a little bit different. I update the driver (the one with exclamation mark in a yellow triangle) with Generic USB Hub. Then I uninstall it for some stupid reason. Now the driver dissappears so I think reconnecting my USB device will make it appear again. But after reconnecting, it installs a driver automatically, and now my WIndows recognizes it! One more thing, I’m really sure this is also because I’ve disabled Fast Startup and USB selective suspend setting. Method 4: Change the USB Selective Suspend Settings This solved the issue for my ” Xbox 360 Wireless Receiver for Windows ” using Windows 8.1 Thanks!!! First my device was shown as an ” Unknown USB Device (Device Descriptor Request Failed) ” under the ” Universal Serial Bus controllers ” section. After applying method 4 I uninstalled the device from device manger and unplugged the receiver from the USB port. After that I shut down the PC, waited for a bit and started again. Now the device was displayed in the Device Manger again as ” Unkown Device ” under the ” Other devices ” section. It worked again after installing the receiver drivers on the Unkown Device. So I’ve tried Method 2, I’m still getting “USB device not recognised”. So i can’t get my iPhone 6 to be recognised. • My windows is up to date, I’ve spammed clicked the “check of updates” and nothing pops up. • My iPhone 6 is up to date, iOS 10.2.1 (13/04/17) • iCloud Photos still able to be seen in “My Computer” that’s a plus. • I did not receive “Trust this Computer” on my iPhone at all after plugging in. – I’ve gone to general settings and did some resets, still didn’t work. • I’ve re-installed iTunes 2 times. As well as other apple related programmes like?Bonjour?, etc. • I’ve updated my BIOS and Drivers most probably. • I’ve tried multiple USB ports on my desktop as well as my monitor. I was still able to sync a few days ago, now it’s gone haywire. I don’t have any idea what’s going on. >>>> THE FIRST STEP SHOULD BE TO TURN YOUR USB-C CABLE AROUND I realize USB C is supposed to work in either direction, but my Nexus 6P phone connector must have gone bad. I tried different Windows 10 PCs, OEM drivers, Android Studio drivers. Microsoft drivers, power settings, rebooting the PC, rebooting the phone, and three different cables before I came across the magic bullet and tried plugging in the cable in a different orientation. I didn't see this solution on any of the dozen pages around this issue. All three cables work if turned around. Received ‘USB Device_Descriptor_Failure’ error message in Windows 10, help! ' Hey there, do you have any clues about what to do when the USB drive suddenly become unrecognized with an error message 'USB Device Descriptor Failed’? I Googled this error message, it means that my USB drive isn’t recognized by my computer. And I don’t really know what to do with this error. So do you know any ways or solutions that can make my USB drive work again? Have you ever met such a problem that your USB drive or SD card suddenly stops working or unable to respond while connecting to PC? If you are having a similar problem or device not recognized error, don’t worry and you can just follow offered methods here below to get your case solved now. Troubleshoot and fix ‘USB Device_Descriptor_Failed’ error with Windows 10 Troubleshooter If you are a Windows 10 user, having USB or SD card etc devices not recognized error in computer, you may follow to apply Windows 10 Troubleshooter to fix ‘USB Device Descriptor Failure’ error now: • 1. Press Win + R to open Run dialog; • 2. Type: control panel and hit Enter to open Control Panel; • 3. Type: troubleshooter in Control Panel and click Troubleshooting; • 4. Click Configure a device under Hardware and Sound; • Log in with administrator password to confirm the operation. Open Hardware and Devices Troubleshooter and click Next to run the troubleshooter; • 6. Follow the onscreen instructions to finish the troubleshooting job to fix and repair unrecognized USB drive. Update USB driver and repair bad sectors which cause ‘USB isn’t recognized’ error When USB driver is outdated in new Windows system or bad sectors exist on USB drive, USB drive may become unrecognized or undetectable at a very high risk. So now you can follow and repair USB isn’t recognized with ‘Device Descriptor Failed’ error now: Step 1. Update USB drivers • 1. Press Win + R to open Run dialog and type: devmgmt.msc, hit Enter to open Device Manager; • 2. Expand Universal Serial Bus Controller, locate and find USB device with a yellow exclamation mark; • 3. Right-click on the USB device and select Update driver software; • 4. Select Browse my computer for driver software and choose Generic USB Hub; • 5. Then click Next and Windows 10 will update the USB drivers for you. After this, you can reboot PC to see whether the USB can be read and detected or not. If not, follow Step 2 to continue the job. Fix and repair bad sectors that cause USB Device Descriptor Failure error Here we’d like to recommend you try professional to effectively fix and repair bad sectors on USB drive. You may free download EaseUS Partition Master with below steps to make USB drive work again. Launch EaseUS Partition Master and right-click the USB drive by clicking ' Check partition'. Choose the way that you want to use to check USB bad sectors: Check Partition Properties, Call Windows Chkdsk to fix errors, Surface Test. Let EaseUS Partition Master automatically check and repair bad sectors on USB drive. Click OK to finish the process. Disable Fast Startup to solve USB Device Descriptor Failure issue • 1. Connect not recognized USB with PC; • 2. Press Win + R to open Run dialog, type: control panel and lick OK; • 3. Select Control Panel > System and Security > Power Options; • 4. Click Choose what the power buttons do > Change settings that are currently unavailable; • 5. Scroll down to Shutdown settings > Uncheck Turn on fast startup > Save changes; • 6. Reboot PC to keep all changes. After this, you can reconnect USB drive with PC and continue using your USB drive again. I know that a similar question has been asked before but, not with the last part of the message, (Device Descriptor Request Failed). I get this, in Device Manager, and I have searched for an answer on the net. Also it is a Code 43. I went through my laptop, with an HP Technician this morning, I might add at a cost of 5p/minute, for 30 odd minutes. He has said that because I had gone over to Windows 8.1 and the recovery discs I made will not load, to put back in Windows 8. I have to send the laptop back for re-installing the OS, because Windows 8.1 do not have the update for my problem. Also the R.H. USB socket has a failure ID:0GAPTK-6T7716-MFPWWK-8D1Q03. I personally think that this is all what the problem is. Is this a cop-out??? My question is; has anyone heard of Windows 8.1 having driver WHQL problems?? Any/all ideas, appreciated. Ps, I only found out the problem with the usb when I tried to download a Mobi file to a Kindle for my wife. The other usb's work OK. Is there only one USB port on the right hand side? Sometimes manufacturers connect internal devices via an unused USB port internally. USB ports are usually in groups of two, seeing only one port is usually a sign that the wiring has been redirected internally to something else like a Bluetooth adapter or wifi adapter. It may even be a card reader or touchpad. Is anything like that not working? If it is start looking for a driver for it.I think your right, alphanumeric, I tried to update the driver, NICDRV_8169 is what it shows me, but still the same problem. I think that it is some way connected to the Wi-Fi adapter, as there is only one on the right side of the laptop, and a pair on the left. I even went into the 'Press ESC' after switch on, and went to F2 for checking hardware, software etc. That is what brought up the 'Failure ID' on the right socket. HP are picking up the laptop on Tuesday 11th, to check the USB that is faulty? And should return it back on 20th. Many thanks for your input. Code 43 means that the hardware can not communicate well, and that's usually do to chipset drivers not installed well first. We can see what the device is. Open Device Manager. Right click it. Change dropdown arrow to say Hardware Ids. Copy and paste the lines shown to here. Ctrl+A = selects all Ctrl+C = Copy Ctrl+V = PasteThank you Masterchief, for you advice. Unfortunately it is packed and ready to go back, still under warranty, bought for me as a Christmas pressy, and working with the technician at HP I think he knows there is a hardware problem with the USB. I should have asked for help sooner, on this Forum, what a numb nuts I am. Oh well we live and learn, as my signature says, 'Still learning'. The other question is: If I upgrade to 8.1 again do you/anyone think I might have the same problem with 'Drivers' again?? I like and prefer the feel of 8.1 over 8.0. Hi again all, The latest in the 'saga', 'Unknown USB Device'. Apparently I will not be getting my laptop back Thursday 20th, 'Expert Engineer', their words, is repairing it. Looks more than Windows 8.1 driver problems, really missing it at the moment Still if turns out as good as the refurbishment we had once on a Toyota Landcruiser, (I'm going way back), on the pitted/corroded wheels at 18 months old, then I will be very happy. Lets hope they do a good repair. I will let you know what happens when they return the laptop. Also I think, if they remove win 8.1 and do a complete re-install of win 8.0, to upgrade to 8.1 again. I was just getting used to the new OS as well. Btw, Any/all tips, apart from the ones on the forum, for upgrading appreciated. 0 Comments DOWNLOAD GAME ONE PIECE VS NARUTO MUGEN 2014 HONDA 1/11/2018 0 Comments • • singer Years active 1987–present Agent Axlone Home town, Japan Height 172 cm (5 ft 8 in) Toshiyuki Morikawa ( 森川 智之, Morikawa Toshiyuki, born January 26, 1967 in, ) is a Japanese and singer who is the head of Axlone, a voice acting company he founded in April 2011. His name is also sometimes mistranslated as Tomoyuki Morikawa. In 2003, he and formed the band '2Hearts', one of their works being the ending theme of the video game. He has voiced many characters in and, including in the series and series, in, in, both and in, in, in, and in the 1997 series of. He attended Katsuta Voice Actor's Academy with,,, Sachiko Sugawara, and. Because of his deep voice, he is often cast as imposing characters. Retrieved 2017-12-25. Retrieved 2014-11-07. Anime News Network. Nov 28, 2017 Those are Melty Blood-styled One Piece characters, probably final versions. (Akashi Mugen). Scan everything you download. December 24, 2015. Anime News Network. Retrieved 12 December 2016. Anime News Network. Retrieved 2016-11-06. Anime News Network. Retrieved March 2, 2017. Anime News Network. March 25, 2017. Anime News Network. August 8, 2017. The Geek Snitch. Retrieved November 14, 2017. • Jerry Beck (28 October 2005).. Chicago Review Press. • 'South Town'. The King of Fighters: Destiny. Retrieved May 9, 2015. Retrieved 2012-10-14. • (in Japanese).. April 12, 2015. Retrieved April 12, 2015. Retrieved June 23, 2017. Nbcuniversal entertainment japan. Retrieved December 22, 2017. Retrieved November 30, 2017. Retrieved June 24, 2017. • (in Japanese). Archived from on 2013-05-04. Retrieved 2013-04-27. • (in Japanese). Retrieved 2016-03-14. External links [ ]. Download One Piece VS Naruto Mugen Full Version - Setelah 3 hari yang lalu saya tidak update games PC karena saya sibuk belajar komputer. Dan alhamdulilah saya bisa berkesempatan disini dan membagikan Game One Piece VS Naruto dengan versi mugen full version no trial. Yang pasti saya bagikan kepada anda gratis, dan pada link download saya akan arahkan ke artikel blog saya satu lagi. Sebelum saya membagikan game ini, saya membutuhkan lowongan penulis untuk di blog ini. Memainkan permainan One Piece vs Naruto ini dengan karakter lengkap jelas saya memakai uchiha madara. Karena kekuatan sharinggan ini sangat perfect sekali dan untuk melawan musuh sangat mudah sekali. Dan yang paling saya sebel itu ketika melawan doflamingo yang menggunakan benang tidak terlihat, dan saya sangat sedih selalu kalah dalam permainan kalau melawan karakter doflamingo. Dan di antara semua karakter yang paling ganteng adalah muhammad luthfi ehh maksudnya sasuke. Kalau anda memilih One Piece dengan karakter Mockey D Luffy anda dapat menggunakan haki di tanganya dan melawan komputer. Semua jurus dalam one piece vs mugen ini lengkap, kalau one piece sampai dredossa kalau naruto pas melawan uchiha madara. Sekian dulu dari saya supaya tambah rame mending kita download dulu game PC gratis ini. Semoga bermanfaat ya teman inget dan saya akan alihkan link ke blog satunya. Kemarin juga saya mempunyai Game PS2 yaitu. Selamat download dan enjoy kawan. 0 Comments JAK AND DAXTER THE LOST FRONTIER PS2 ISO 1/11/2018 0 Comments Download Jak & Daxter The Lost Frontier [PS2 ISO MULTI] torrent or any other torrent from PS2 category. Direct download via HTTP available as well. Jak and Daxter: The Lost Frontier [USA] PSP ISO DOWNLOAD. PSP ISO DOWNLOAD Coded Arms. PSP ISO DOWNLOAD Jak and Daxter: The Lost Frontier. All Consoles • 3DO • Atari 2600 • Atari 5200 • Atari 7800 • Atari Jaguar • Atari Lynx • Coleco Colecovision • Dreamcast • Game Gear • Gameboy / Color • Gameboy Advance • GameCube • GCE Vectrex • MAME • Mattel Intellivision • Memotech MTX512 • MGT Sam Coupe • MSX1 • MSX2 • Neo Geo • Neo Geo CD • Neo Geo Pocket • Nintendo • Nintendo 64 • Nintendo DS • PC-Engine • PlayStation • PlayStation 2 • PSP • Sega CD • Sega Genesis • Sega Master System • Sega Saturn • Super Nintendo • TurboGrafx-16 • WonderSwan / Color Search. The dynamic duo Jak and Daxter are back in an all-new adventure on PSP™ that picks up the action where the previous trilogy left off. Whether battling Sky Pirates in a customizable aircraft or blasting Aeropeans with the punishing Gunstaff weapon, Jak and Daxter’s journey will take them beyond the edge of the Brink – and into a war bigger than they ever could have imagined. Key Features • First ever Jak and Daxter adventure on the PSP • Classic Jak and Daxter action plat forming adventure • Customizable weapons, vehicles, and all new dark powers • Never before seen characters and locations of the Jak and Daxter universe. 'PlayStation' and the 'PS' Family logo are registered trademarks of Sony Computer Entertainment Inc. 'PSP' is a registered trademark of Sony Computer Entertainment Inc. Jak and Daxter: The Lost Frontier is a trademark of Sony Computer Entertainment America Inc. Developed by High Impact Games LLC © 2009 ©2008 IREM SOFTWARE ENGINEERING INC. All rights Reserved. Published by AGETEC, Inc. AGETEC and the AGETEC logo are registered trademarks of AGETEC, Inc. IREM and the IREM logo are registered trademarks of IREM SOFTWARE ENGINEERING INC. Puzzle Guzzle and the Puzzle Guzzle logo are trademarks of AGETEC, Inc. 0 Comments <<Previous AUTHOR Write something about yourself. No need to be fancy, just an overview. ARCHIVES January 2018 CATEGORIES All RSS Feed * Blog Powered by Create your own unique website with customizable templates. Get Started