Written by Erik Oliver.
NOTE: If I had information about
something essential for winning, it is here. If it is not here,
it is not essential to winning and hence is not included. DO
NOT SEND ME ADDITIONS, I am no longer maintaining this
document. DO NOT ASK ME QUESTIONS ABOUT HOW TO DO
THINGS, I haven't played the game for over a year, the
answers I have are all written here.
Version: 13 May 2001
General
The Dog
- Even though you can not have a second human player, the
dog and the human have different abilities, especially as
the dog changes form in the different worlds of Evermore.
If you are stuck, try switching to controlling the dog and
the using the buttons, e.g. to jump, search, etc.. Also,
the dog only powers up it's bark once, e.g. when you arrive
in Antiqua from Prehistoria your dog attack will be at the
level it was at in the previous world.
Spells
- As a whole the spells are not that essential to
winning the game. I used the special Call Beads even less.
Key spells are Heal, Barrier, and
Cure. Additionally, Revealer and Levitate play
pivotal rolls throughout the various worlds of Evermore,
however, their level is irrelevant as far as I can
tell.
-
- It has been suggested that you pick one or two
offensive spells early on, and use them throughout the game
by building them up. This makes some sense, but is also
problematic since for example there are basically three
fireball spells: Flash, Fireball, and Firepower. Each
successively more powerful. Level 1 of Firepower is
equivalent to about level 2 or 3 of Fireball in my
estimation. See the problem? Overall, the spells just were
not very important to winning the game and generally didn't
help with bosses -- except as a defense.
Weapons
- Unlike Secret of Mana (SOM), you need not worry about
getting every weapon to the maximum level. This is
because when you get to a new world, you will get a new
weapon not a power-up. So, when you leave Prehistoria and
get to Antiqua for example the new sword completely
replaces the old sword and the level of the old sword is
irrelevant.
Special Items
- The "special" items like the Jaguar Ring and the like
are evidently all simultaneously equipped.
Trade Goods
- Trade goods are relevant only twice in the game, in
Antiqua and Gothica. Trading will get you some important
items but it is not really a way to make money or very much
fun either.
Alchemy Ingredients
- The dog is always right. It is just a matter of
finding where it is really pointing to.
The following section has some specific hints for points I
found tricky, there are spoilers.
Prehistoria
This is the initial area of the game, start off by just
building up. I found the "flamingo" birds to the East
of Fire Eye's village to be a good place to do that since
several birds will re-appear after you kill the initial
bunch.
-
Bugamuck and Strongheart
- Get the Jaguar Ring. (Two "screens" East of
Fire Eye's Village by falling through the first
"sinkhole" in the quicksand field.) This ring is used
throughout the game to run.
- Take your time through the "bug" maze, there is only
one path it is just a matter of finding it, you need not
leave to get through.
- Defeat the boss. Some people find it easier to take
off the arms before attacking the heart.
- Get the acid rain spell on your way back to the
village. (Off to the East on the path.)
- After getting spells from Strong Heart,
South and West of the village, head off
to the North.
-
Levitate Spell
- Due North, will eventually get you to a
Mammoth graveyard. You will have a "mini-boss" encounter
here. I found using hard-ball and flash helpfull but not
essential to beating these guys.
-
When you can go further North, you will get to
a large area. There are two important areas within this
large scrolling "screen":
- The cave where you will fight some raptors to get
a useful item.
- The "blow-vents"/volcano area. Use the axe to
clear off BOTH blow vents to lift you onto the
volcano. Take the West vent to the ledge
with the raptor. Take the West exit and then
the vent UP on the ledge with the spider. You will be
given the levitate formula.
- Now you will have to head off to the West
towards the "marsh" maze. This maze is actually not very
tricky and eventually you will get to the snake
boss.
- Let the dog handle the "flames" the snake spits and
use your POWERED up SPEAR to defeat the snake. You'll now
get a mud pepper to cast levitate.
-
Taming the Volcano
- Go back to the first screen North of the
village. There is a pea shaped rock here. Levitate it. Go
in.
- You will get mud-peppers AS you need them. Some
tricky points, make sure to PUSH boulders off ledges to
clear the way. Also, explore the "maze" of caverns
carefully there is a spell hidden in there for you off to
the side in a reasonably obvious place.
- After you defeat the "silver" dino, you will get the
final mudpepper you need to get into the Sewer Maze.
-
The sewer maze is easier when you realize you
can run against the current.
- Firstly, use the West entrance to find
the room with the switch plate.
- Then use the East enterance to go due
North into the boss area.
- After beating the boss, you will be launched into
Antiqua.
Antiqua
Antiqua consists of several separate stages and is "vaster"
in a sense than Prehistoria.
-
Rejoining the Dog
- The first thing is that your dog and you are
separate. It will turn up in due time, and also look
different.
- Your first task is to cross the desert to the
East and North. If you have 10,000
Jewels, you will be able to take a boat instead of having
to walk.
- If you do need to walk, going due North will
get you there fastest. It will take several
minutes, do not lose faith, there are Oasises to reheal
your character as you walk and one of the oasises
may have an alchemist that will give you a spell,
I couldn't find it. (One tip says it is in an Oasis to
the West of Nobilia. Chris Knight
<rkni@IslandNet.com>.)
- Inside Nobilia, you will find a vast market.
You intially have only 15 minutes, roughly, to shop.
Don't worry, you will have ample time after the gladiator
boss to search out whatever you need.
- There is already a definitive list of trade goods
available at various sites, I no longer know where
though.
- When your 15 minutes runs out, save your game at the
Inn. Go East to the main square. Your dog will
choose you to fight the gladiator.
- Once locked in the prison cell before the fight, you
will have a chance to find better armor. (I.e.
don't waste time trading for armor earlier unless you
want to.)
- Once you've beaten the gladiator, which you should
use the spear for. You can trade, especially to get
Amulets of Annihilation and cross the desert. Also, it is
useful to buy an extra for the return trip.
- "Hidden" spell: the Atlas spell is found in Nobilia
inside the building with the "Wal-Mart" of goods guy. The
alchemist is hiding on the East edge of the
building near where you enter behind some boxes.
- After crossing the desert, walk through Crustacia to
the West and Select the Dog and
Jump across the broken bridge. You can then
bring a "elevator" basket back across the East
bank and bring your character across.
- You will find Horace eventually, through a pit, on
the West side of the bank (lower left hand
side), he will tell you about the Diamond Eyes and you
can acquire the Revealer Spell here.
- The Revealer Spell is essential to this part
of the game, much like Levitate was key in
Prehistoria.
-
Pyramid
- Do the pyramid first. You don't have to, but I
think, based on the fact that you get the Axe there which
is less powerfull than the Spear, that in some
sense the programmers wanted you to go there first.
- Location of the Pyramid: go back to the small pit
which you fell into to reach Horace and his camp. Use
revealer to find a bridge across, the pyramid is right
there.
- Getting in: The boy will have to stand on a switch to
let the dog into the center of the pyramid. The dog will
then help open doors for the boy as he navigates the
pyramid. You can switch back and forth and any time with
Select.
- The pyramid itself is not that complicated and just
wandering around you should find everything you need.
Such as the Axe after beating the mini-boss.
- Once you rejoin your dog, you go up to the roof.
There are two switches, position the boy on one, then
press Select to position dog on the other. You
can then defeat the boss.
-
Hall of Collosia
- Return to Horace's camp to gain the Escape spell. You
will need either this spell or the Wings once inside the
hall.
- This is actually one of the trickier parts of the
game, the hall is located North of the ravine
just across from where you come out of Horace's camp. Use
revealer to reach it.
- Basically inside this area you will be searching for
"face" switches on the floor to step on to open
closed/blocked passages and eventually reconfigure the
dungeon area so you can get the spear and then finally
beat the boss.
- Inside the hall itself, there are two areas in the
main chamber to reach with Revealer, including a save
point.
- Everything is fairly linear, you can first go to the
North-West side room, finding a floor switch
across a bridge will let you get into the room to the
South-East corner of the main chamber.
- After defeating a mini boss in that newly opened
room, the floor plate will open the
South-West.
- Once you go to that area, you will have to cross a
crumbling bridge. You can use the running ability of the
Jaguar Ring to get across, just keep pressing A
quickly and you should get across with ease.
- Once you open the last floor switches on that side,
you can get the last large area of the Hall to the
North-East of the main chamber. This is also
fairly linear, there are some "secret" doors to
floor-plate open, and one Revealer bridge that will lead
you to the Spear mini-boss who I actually found easier
than the Axe mini-boss.
-
There is an alchemist in the walls off the spear room.
- Enter the walls off to the West wall
towards the South.
- Head Down, Right, Up into a room.
- Out to the Left, Up, Right, Down, Left.
- There is the alchemist in the room below the
balcony.
- Use wings or Escape to get back to the Main Chamber
of the Halls, use the spear in the middle of the main
chamber to reach the boss.
-
The Dog Boss/Aquamaze
- Horace will have left the camp, when you try to
follow him his robot dummy will "trick" (sic) your
character into giving the eyes over. You will fight a
mini-boss and be too late to rescue the eyes from his
clutches.
- Before going back to Nobilia, you can now crumble the
various rock chunks around on this side of the river and
immediately across the bank, this will get you an extra
spell. (Use the axe to crumble the walls.)
- In Nobilia, you will fight the dog statue. He is a
bit tricky but once you figure out the timing of his
vulnerability to attack it is a piece of cake.
- Now you will head back towards Horace's camp and walk
out North in the gulley under the wooden bridges
into the newly opened areas. You will get to an
underground teleporter maze. (Note: I don't think it pays
to go South at this point and it is not clear
that you can do anything in the Pyramid-Cave yet
anyhow.)
-
Aquamaze directions:
- Right
- Down
- Teleporter
- Right
- Past a teleporter
- Down
- Right
- Up
- Teleporter
- Left
- Past a teleporter
- Up
- Right
- Exit the screen
- Right
- Down
- Exit the screen
- Teleporter.
- A pot with a call bead
- Left to the exit
- Up and into the boss chamber
Gothica
After you beat the Aquamaze boss, you will end up coming up
a well into Gothica.
-
Reaching the Queen
- Try checking the well before leaving the screen,
Dennis Gaunt <dgaunt@uhl.uiowa.edu>, reported
finding that an Oglin popped out of the well and later
appeared in one of the mazes in this world and presented
a Wizard's Coin.
- The Aura spell is also reported to be in this area by
Cyrus Colborn, <1007@mgs.com>, just near the castle
door up from the well.
- Go West and then North into the
village. The village is large but linear. To the
East and Up, there are the regular
shops. To the West and North is a
market. If you managed to save an Golden Jackel and
Jeweled Scabard from Nobilia you can get a nice item in
the market here.
- Your immediate goal is to get into the show where
your poodle-ized dog will eventually get dressed up like
a pig and end up winning the pig race so you can get
dinner with the fake-robot Queen.
-
Reuniting the Dog and the Boy
- After starting the dinner with the queen, you will
switch to the dog automatically and have to navigate the
poodle maze to escape from the clutches of the chef.
- Directions: Left, Up, Left, Up to the wall. Left, and
up a vent. Left, Up, Right, and take the vent. Right, Up,
Right, Down, Right, Down, Right, vent. There is a vent
hidden behind the bookcase, take it. Left, Down, Right
Down, Right, Up, Right, Up, Right, vent. Right and to the
exit. Down and into the vent. Up, Right, Up, Left, Down,
Left, Down, the vent into the banquet.
- There is also an old woman hidden in the maze who
will give you a key that will later on let you get some
nice stuff, if you want the key, find it for yourself and
then return to the beginning and follow the path, or just
look for the hidden vent which is really the important
step of the directions.
-
Dungeon
- After being thrown into the dungeon, defeat all the
caged prisoners and then enter the sewer maze. Running is
still possible but difficult here.
- There is an alchemy spell in the sewer maze and an
exit. When you exit you will be given an assignment to go
to the old castle and lower the drawbridge so the Queen
can attack the people who stayed behind.
-
Chessboard "Maze"
- Go out to the chessboard by walking down from the
queen's chamber, into the banquet hall, out to the
East, and then all the way across to the
East. till you finally exit out to the
outside.
- If you have the key, you can get lots of items around
here. When you have all you want, give the key to the
alchemist in the room to get a new spell.
- The chessboard maze is not really a maze in any
sense. After a few quick dead ends, you will be at
the center and fight a mini-boss and then go down into
the center. You will see the energy core you will need
later.
-
Forest
- The forest is tricky.
- Greebles: I don't have reliable directions for
it but I do have one key piece of information: on the
opening screen of the forest there is a Greeble in a
tree. It is a small animal you can not affect but who is
present on only some screens. Correct paths to the
mini-boss have greebles.
- The first mini boss is basically fighting "yourself".
You then navigate the other half of the forest. And fight
a second mini-boss, a dragon, who is easy.
- Alchemist in the woods: Go East at the
very first T-intersection to a dead end where you
will find an alchemist. (Bill Pringle
<wrp103@psu.edu>)
-
Entering the Old Castle
- You then come to the sewer maze -- less sewage -- in
the old castle. Since you don't yet have the Axe, you
can't knock down the barricades so you must navigate all
the way to the dungeon.
- Once in the dungeon, you will find several cells,
open them, and the last one, on the lower right, has a
teleporter to a symmetrical city to the one on the other
side of the chessboard.
- Walk into the center of the palace gates all the way
and defeat the boss -- challenging -- to get into the
palace.
- You will meet the real queen, Camillia, and
Tinker.
-
Defeating the Bad Queen
- Go via the dungeon to the sewer, and then out
directly to the North from the old-city sewer
exit. (You must use the axe to go here.)
- Tinker's brother is up in the sky. You will have to
fight a dragon -- challenging -- to get him to talk to
you, the dragon will then fly you to fight the
queen.
- The queen is easy to fight since it is the puppets
that defend the boss, just concentrate your damage on the
boss itself and you will defeat the robot queen after it
dies.
-
Rocket to Omnitopia
- Everyone who has migrated to the new city will now
start talking about a second secret passage in the
chessboard. Ignore them for now, this is for later.
- Go back to Tinker and he will give you the glider to
go get equipment to rocket you to Omnitopia. (You can do
this by going directly to the East, across the
chessboard, and into the old palace.
-
Go up to tinker's lab and you will be sent ot find some
items for the rocket:
- Wheel/guage: Land at Fire Eye's village, go back
through Bugamuck and the bug maze. Defeat the new bug
boss -- same as before but more difficult. Then also
go back to where you found the levitate spell,
instead of landing in the molten lava you will find a
pot with the item you need.
- Diamond eyes: Land at Nobilia, get a spell, then
land a Crustacia. Go across the bridge/elevator, and
to the pyramid, there is a cave on the South
side of that screen, you can go in and take a
teleporter to an area. Use levitate to move a stone
onto one switch. Position the boy on one and then
SELECT to the dog onto the other. You can now go
straight through the middle gate. Keep re-entering
the teleporter you come out of to defeat Tiny.
- Return to Tinker and rocket to Omnitopia.
Omnitopia
This is the smallest and final section of the game. You have
three goals: (1) get professor Ruffleberg, (2) get the energy
core, (3) defeat the final boss.
-
Professor Ruffleberg
- First go through the junkyard area, in the
North center, there is a white light it is an
"elevator" to the jail level.
- Go through the Jail level, free the prisoners, two
are good combat experience, the third will give you the
sword.
- Go up to the "main level" of Omnitopia.
- You are in room A1, Ruffleberg is in A4, there are
important things littered throughout the area that make
it undesireable to simply try and go across to
Ruffleberg.
- You will need to use the "airlocks" and the dog to
defeat the laser-sentries outside the passages. Then go
back in and defeat the spinning "tops" to make it through
a passage.
- Directions: Clear the path, procedure above, to the
Right, into A2. Go down the hole in the center to the
store computers, then down from there to the Inn. There
is a teleporter to the left. You will be in B2. Clear the
path Down and you will be in C2. Go into the round door.
Turn on the fans. Take teleporter and clear to the left.
Through the down hole. To the right, be carefull walking
Down through the heat panels. You will come up in room
D1. Right to D2. Right to D3. Go through the hole,
deactivate the alarm -- 221 on my system, not clear
how/if you should get the code -- and leave ALL the
lights OFF. Go up to C3. Right to C4. Take the teleporter
and go up and the teleporter into B4. Clear L to B3. Go
into the greenhouse, down, and walk up to A3. Finally,
clear Right to A4.
- The security code is reported by some to be
controlled by the code announced by the robot near the
Inn. There is a robot that will say a sequence of colors,
you then match those colors with the color on the alarm
code panel to turn the alarm off. (Reported most clearly
by: Paul L. McGuirk <mcguirk@ix.netcom.com>)
-
Energy Core
- Go North into the room you were shoved into
at the VERY start of the game, there is now a shuttle
there, take it to Tinker's landing pad.
- Go back to the Chessboard, there should be another
opening there, pick up the energy core and head back to
the station.
-
Final Boss
- Stock up on Heal and Barrier, I used these two spells
to survive the boss with no damage except when Barrier
died which required heal.
- The boss is found by going back through the maze,
just go due West to A1 this time.
- Then down through the Jail level and back to the
junkyard level, there is a computer in the South
West corner, the computer will let you save and
then you will go to the final battle.
- This is CAKE! Once you win everything is on auto
through the end.
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