Rpg: T M O M N Walkthrough (from Beginning To Ko-koro)
Whole thing doesn't fit in one blog entry; this goes until the end of the Ko-Koro level.
You wake up in your room after having a dream about six stones around a stone map, to find someone knocking at your door. Before you go answer it, though, go to your table and pick up the basket of bread to replenish your energy and your backpack. Now go answer your door. The person pounding on your door is a guard named Kanoka. He tells you that Jala needs to see you. As in, right now. Before you part ways, though, he hands you some weird tablet that Takua apparently gave him. Hm. Anyways, to get to Jala, go down the stairs into the U-shaped hallway, and go down to the side exit at the bottom of the screen. It doesn’t matter which one, they both come out the same place. Don’t bother with exploring just yet; each Tohunga you will meet will quizzically inquire as to why you are not going to see Jala, some in incredibly odd ways.
Outside, a Tohunga will divert your attention to a strange pedestal that mysteriously appeared by Vakama’s hut overnight. The same words you dreamed about are written on it. After this fascinating distraction, go down to the gate, and hop across the bridge. To do so, simply line yourself up with the nearest section of the next rock and walk off the edge. You’ll come to an empty plain; walk into the black section opposite the Lake of Fire and you’ll be transported to the fortress gates. There will be a sign on the right side that marks Jala’s room. Go in.
Beginning of the Quest
Inside, Jala will give you startling news: the map of Mata Nui has been destroyed! This is a bad blow; without it, he can’t coordinate attacks or tell where Rahi are coming from. You need a new one. Bad. The Po-Wahi map was destroyed a few years ago, but there’s another backup at Ga-Koro, so he wants you to go and copy a new one from there. At that moment, the Ga-Koro mapmaker runs in and tells you that both the maps there have been destroyed during a Tarakava’s attack on the village.
So. You need to make a new map. And the only way to do it is by traveling to the different villages and copying down separate Wahi maps each mapmaker has. You’ll need protection, so a Guard called Tlenoh joins you.
But before you start running around collecting maps in Rahi-infested areas, you need to learn how to fight. Go back to the U-hall, through the right entrance. Go into the first room and talk to Dukoi (the guy with the Kakama by the cage). He’ll tell you how to attack (hit Enter or Space when facing your enemy) and show you into the first training round.
The first fight with the Hoto is easy. He doesn’t hurt you, he moves slowly and predictably, just hit him three times and he backs off. Dukoi will then lead you to a second cage. This Hoto is a bit tougher; he will burn you if he touches you, and he moves a bit faster and in a more unpredictable pattern. Five hits and he burrows into the ground (note that an actual Hoto will only take three).
Dukoi then takes you to a much roomier cage that apparently has nothing but a rock in it. He will tell you that the rock is really his tame and highly trained Pokabah, named Tuakja. He will hurt you, but up to a point; if you get too injured, he stops hurting and just starts pushing you around. He’s fairly fast and pretty unpredictable. From time to time, he’ll charge across the room; don’t get hit when he does it. If he stops moving for a few seconds and you’re in his way, move. Twenty hits, then he rolls up.
After you come out, Dukoi will teach you how to heal yourself and to replenish your energy; he gives you six pieces of Hata bread to do so. He’ll also say you can return anytime to train again if you feel rusty.
Now, go to the library to pick up the Ta-Wahi maps. The Library is in the upper left corner of the U-hall; there’s a shelf with a drawer in the front row. The maps are there; you’ll pick up the Ta-Wahi one. Now, it’s time to go to Ga-Koro.
Trip to Ga-Wahi
Leave Ta-Koro through the front gate and head east on the path that runs to the beach (you’ll run into a Hoto on the way). You’ll find a ferrywoman there; she’ll take you to Ga-Koro.
Seek the Key
Once you reach the beach, however, there’ll be a problem. The weight lock that was featured in the MNOLG has been replaced by an old-fashioned key lock. Only problem is, the gatekeeper keeps losing the key, so you have to look for it. The location of the key is random in each different game, so it could be anywhere. The Hoi turtles that are strewn about the beach are very slow and do little damage, but they are numerous and get in the way. You can’t kill them, but hitting them does bump them back and stun them for a moment. Try heading north to the waterfall first; if it's not there, it's somewhere south of the gate. The key is visible, and usually by a bunch of turtles. Once you find the key, bring it back and the gatekeeper will take you to Nokama.
Nokama has some bad news for you. Their map-maker, Kiapohi, has found almost all of the maps that were scattered during the Rahi attack. However, one is still missing. Hahli found it, though; it is currently underneath a massive starfish-like creature called a Lohraka underwater. You’ll need to fight the Lohraka to get the map, but first, you need to be able to breathe underwater. You’ll need air bladders. The lily pad growth center is under attack by Lefeiru rats, which eat the growing lily pads that are needed to replace damaged ones. So, defeat the rats, and you’ll get the air bladders.
Hope You like Mice
Go to the easternmost path and you’ll come to the Growth Center. Go into the hut, and talk to the Tohunga there. She’ll give you a key to get into the field, and a trap. The trap isn’t really important; it’s just something you automatically use to scoop rats up with after you beat them. Head into the fields and fight. There are ten rats; they’re not that hard to beat, you only have to hit them three times and the narrow paths help you enormously. Once you have all ten, go back to her and you’ll get the air bladders.
Now, head to the Water Ladder Hut. It’s down and over one from Nokama’s. Tell the Tohunga outside you have permission and air bladders and she’ll let you in. Hahli inside will tell you how to beat the Lohraka. Head down the rope and into the water; the Lohraka is fairly close, to the left and up a bit.
The Lohraka has eight feet, some of which it lifts from time to time. Between its legs are spikes, which will stun and paralyze you for a considerable time if you touch them. So don’t. You have to wait for it to lift a foot near you before you can swim under. Once you are underneath, sock it in the mouth. This will make it pretty angry, and it will lift up and zoom around (slowly, though). Try to stay under the mouth as best you can; if you touch the edges, you’ll have damage done. Fairly considerable damage. Expect you characters’ health to dip below the 25% mark during this period. After a few seconds of this, it’ll calm down and set down again. Exit by the same technique as how you got in, go to the map which was formerly under the starfish, and pick it up. Once you’ve done that, go back to the rope and leave the hut.
A Good Night’s Rest
Go to Kiapohi’s hut in the main lily pad and give him the map. He’ll finish it, but, since it is late, you decide to spend the night in the inn. Go to the inn—it’s east and south of where you are now—and get a room. You’ll get room two; go in and get some rest.
When you wake up, get some breakfast and head for the docks. Kiapohi will be waiting for you there, with a surprise—a stun spear launcher and twenty stun spears. Once it hits a Rahi, the Rahi will be stunned for a while. This weapon will come in very, very handy, so equip it with 2. You can fire it with Shift when it’s equipped. Go to the ferry operator and head for Po-Wahi, with Kiapohi in tow.
Trip to Po-Koro
Once you get there, the path to the village is easy enough to find—just follow the line of pale sand. At one point, you’ll come to a path that branches off. Head straight, but remember that path. (A word of caution: the entrance to a Makika’s cave is on the path. It’s recognizable as a slightly darker patch of sand, but if you’re not careful, you’ll fall in.) Soon you’ll reach a place where the path forks, with a very familiar arrogant carver standing by the sign. Head up and you’ll be in Po-Koro.
Once you get there, look around for the Po-Koro mapmaker, Ruugon. His hut is easy enough to find, but when you go in, he’ll seem a little sick. Sound familiar?
Go and talk to Takua and Onewa. They’ll tell a familiar story about infected Comet Balls. Instead of dumping them into the sea, Pohatu and Hafu hid them in a vault. But the disease is still around. It would probably be a good idea to look at those balls, so talk to Takua. He’ll tell you where the vault is and hand you the key to it. Leave Po-Koro and head back along the path to the coast. Pretty soon you’ll come back to that path that branches off. Follow it and you’ll come to a building in the middle of the desert halfway up the path. Use the key and go in.
Inside you’ll find the Comets. Smash ‘em. All of them. That’s all there is to it. Just walk up to them and hit them. Once that’s done, go back to Po-Koro.
Once you enter, Takua will tell you that the illness is gone, leaving you free to talk to Ruugon. You’ll tell him about your quest and he’ll tell you he can copy down everything on the map. Except for one place: the Radalku Mesa region. The map for that was destroyed a long time ago, and the area is forbidden. So, you’ll need to go there to map the region.
Leave Po-Koro and follow the rock wall to the west. Pretty soon you’ll come to a path; follow it. On the way, you’ll come across an annoying scorpion Rahi called a Kukarau that shoots some kind of energy a fair distance. The attack doesn’t hurt you, but it does knock you pretty far away. If you feel that you must, you can fight it, though you will have to do so without the help of your stun spears and the thing is fairly fast; five hits will immobilize it, five more will make it run away. There is no penalty for not doing so and no reward either, so avoid it if you wish. You’ll come to a canyon; at the entrance it’ll ask you if you want to save. I heartily suggest you do so. Now enter.
The path is laden with numerous small beetle-like creatures. This is a prime time to get in some target practice. Stun one of them with your spear launcher by pressing Shift, then run in and hit the immobilized creature three times (by punching). Proceed along the path, eliminating Rahi, and you’ll conveniently come across a bundle of extra spears lying in the dirt. Pick them up and continue on your way. Eventually, you’ll come to a large open area. Get ready for a boss battle.
The first thing you will notice will be a package of stun spears lying near you; take it, you may need the ammo. The enemy is an insect-like creature. Its speed varies from slow to just as fast as you to incredibly fast charges, and sometimes it hops. Its moving pattern is hard to predict, although it keeps chasing you, and it’s almost impossible to hit when it’s zooming around like that. Stun spears. Once you stun it, you can usually get about nine hits in, more if you have it against a wall, before it starts moving again. Usually, when it gets its movement back, it goes into a flying rage and zooms around like a Le-Tohunga on caffeine for a few minutes, although it sometimes does this without provocation. Stay out of its way until it slows down to a more convenient targeting speed when it does this.
It’ll take sixty hits before this thing leaves; once it does, you are free to map.
Plan of Action
By the time you’re finished, it’ll be nightfall, so head back to Ruugon and give him the map. You will then discuss your plan of action, including what to do about the finished map; Kiapohi wants it in paper, but Hujo puts his foot down about it being carved in stone, for reasons that are unclear. The question of who’s in charge will also come up, also with Hujo as the victor. They’ll also talk about some mysterious force infecting Rahi behind the scenes. As a parting gift, Ruugon will give you a bag of stones which will increase your maximum energy capacity to 400. Now, go to the inn and get some rest.
Trip to Onu-Koro
Get some breakfast in the inn and head out of the village. Your next destination is Onu-Koro, but the Po-Wahi tunnel to it is closed, so you’ll need to go via Ta-Koro (be warned; the Makika in its cave and the Hoto on the path to Ta-Koro will have reincarnated by now). The tunnel to Onu-Koro in the main are of Ta-Koro, previously closed, is now open! Head on in.
Missing in Action
When you reach Onu-Koro, go to Whenua. Sure, I know you want to go and ogle at this Supershop you’ve been hearing about, but Whenua first. Whenua will tell you that their mapmaker is Azibo, but there isn’t any point in going to see him; the actual map is with Onu-Koro’s Chief Rahi Tracker, Nuhuri; she took it with her on an expedition. She was supposed to return last week. You can tell where this is going, can’t you?
When you leave Whenua’s hut, go to the southeast end of Onu-Koro to start looking for her in the tunnels. Tell the guards you have permission, and enter the labyrinth.
Track the Tracker
This is where it gets tricky. When they say maze, they mean it. It takes a while to find the right path. First, go down. Then, at the next branch, right. Up. Up. Down. Down. Finally, you’ll come across a vial lying there as if it was dropped by a Chief Tracker when she was ambushed and kidnapped by Rahi. If you can manage it, save before you go anywhere near the vial just in case you misjudged your supply needs; once you go in those tunnels, you won’t come out without Nuhuri.
When you enter the new tunnel, there’s really only one option of where to go; the right one. In that tunnel you’ll find an infestation of Kofo-Jaga. For being so small, they’re surprisingly tough; five hits to take them down, though if you bought a slingshot at the Supershop, one stone will take care of the problem. Clear them out in order to smash the rock barrier at the end of the tunnel to proceed.
The next tunnel contains some weird black and grey hovering creatures, called Taktaga. If they touch you, they’ll send you zooming back to the start of the screen, although they won’t hurt you and there are a lot of them, so don’t just run straight through; it’ll take three slingshot hits to make them run away.
The next tunnel is where things get really crazy. It contains a massive barricade of rocks—and on the other side is about a million Kofo-Jaga. To try and take them all out is madness, so you’ll have to sneak past them. There are two types of rocks—larger ones which take a few seconds to smash, and smaller ones that break instantly. Try and make a tunnel out one edge of the barrier (but leave one stone to cap it!) and then go and make another tunnel out the opposite end. While the Kofo-Jaga are streaming through there, run to the almost-finished tunnel, break through and run like the wind.
Look around for some lava in the cave to make your life a lot easier, though; otherwise, you will be stung incessantly while trying to escape. Once the heat-loving creatures are suitably enthralled, go to the right edge of the cave, where you will encounter a mass of rocks blocking the way, slow breakers all.
Eventually, you will break through to the next cave. This one’s a breather; take time to heal and replenish your energy before heading through to your next boss battle.
The boss is a Rahi called a Quakeworm; during the battle, it will come up out of the ground, arch over, and burrow back down, presenting you with a chance to get in a few good shots. It doesn’t hurt you directly, but whenever you punch, Hujo jumps around a bit (you can almost hear him screaming “Yuck!”), reducing the amount of damage you can do at a time. No spears.
The screen shakes constantly during the battle, which is kinda distracting. When it disappears below the ground again, the shaking gets worse, and rocks start raining down around you. These rocks are big, and do 25 damage to everyone, so stay out of the way! The falling pattern is random, but mostly concentrates on your area, so just run around and hope you don’t get hit.
Seven rocks will fall before the worm will poke its head up again in a different area. Seventy punches to take him down. Once the battle is over, go and rescue poor Nuhuri who’s been locked up in the corner for the duration of the battle. You’ll get the map, and Nuhuri will join your company. Now head back to Onu-Koro.
Back the Way You Came
Whenua will want to speak with you, and when you do go see him, he’ll give you a valuable gift: armor, which will protect from one-third of all attacks. After stocking up again on energy, head for Ko-Koro, by way of Ta-Koro.
But what’s this? Ta-Koro is under attack by Hoto bugs! The Tohunga by the gates will tell you they are heading towards the Library. (Note: Through the course of this battle, you will find that stun spears are the only launcher weapon available to you.) After eliminating the one wandering around outside, you will notice that they have barricaded themselves in front of the left entrance to the U-hall, so you’ll have to go through the right entrance.
Inside, they will have also blocked off the left hall, but the Library is still accessible, so go in. You will find two Hoto. Eliminate them, head outside, destroy the rock blocking the left hall, and take care of the five Hoto there.
But before you charge into battle with a mass of Rahi through the other entrance, stop and think. The restaurant is still open, as is the shop (the shopkeeper will generously toss you the bundle of spears behind the counter for free). Take time. Heal. Eat. Re-supply. Now go charging into battle with the mass of Rahi through the other entrance.
The battle with the Hoto is easy enough; just choose your targets carefully, those on the edges and close to you, not where you’ll have to run out and be exposed to attack from all sides. Once they’re gone, you can smash their barrier to your heart’s content.
Try and go through the gate. You’ll be blocked by a Vatuka, a stone creature with four round rocks spinning around it. Spears are useless; do as they suggest and see Vakama. He will give you a disk to use in the coming fight. The disk is a mighty useful weapon; it goes a long ways, and always returns to you, even if you’re doing zigzags at the moment. One hit is enough to take out the average Rahi. But what you are about to face is not by any means average.
Go back to the Vatuka; ten hits will drive it back. On the next island will be a second one; again, ten hits. On the next island will be a Hoto; on the one after the smallest island, two of them. On the island after that, it will ask you if you want to save your game. I strongly recommend that you do so. Now, get ready for the last part of the battle.
When you get to the last island, you will find Jala, Kanoka, and another guard in combat with two Hoto and a smallish Rahi called a Fihbawa. The Fihbawa will shoot a ball of water at Jala; Kanoka will knock him aside and get pushed into the lava. Sad as this is, take heed; do not, I repeat, do not get between this Rahi and the lava.
This Rahi moves slower than you, but is incredibly dangerous; it’s ranged attack (water) bumps you all the way across the screen, but, unlike other bump attacks, it will harm you. Everyone in your party. And as I said before, if you get pushed into the lava your certain doom is spelled.
Attack it with your disk. After ten shots, it will jump to the side, and about a dozen Hoto will rush in. Use your disk to dispatch them quickly, and the fight will resume. After ten more shots, the Fihbawa will jump aside again. The two Vatuka, who have been watching from the sidelines, will send their rocks in. The rocks are slow, but powerful, and they never stop or pause like other Rahi. It takes five shots each to smash them, and with eight of them lumbering around, it can take a little bit to clear the battlefield.
Once again, the Fihbawa will jump down. And once again, after ten shots, it will jump off the battlefield. This time, the Vatuka themselves will come rolling after you. Again, slow, slower than the rocks they sent, but incredibly tough. Do not let them touch you; it’s basically instant kill. Thirty shots to kill each of them.
And for the last time, the Fihbawa jumps down. Ten more shots, and victory is yours.
Later, Jala tells Vakama about the battle. He also says that Kanoka reported seeing something—not a Rahi—lurking in the Charred Forest just before the fight started. Hujo comes forward and tells them about the dream—vision—he had about the stone map and the stones around it revealing the mapmaker’s destiny. He says that everything points to Makuta trying to stop that prophecy. First, tricking one of the villagers of Ta-Koro into destroying Jala’s map—the only stone map on Mata Nui. Then, the attack on Ga-Koro’s Library and the maps there. Trying to stop the mapping of Po-Wahi. Kidnapping Nuhuri and the Onu-Wahi map. Then trying to attack Ta-Koro and destroy the backup maps in the Library. The vision and Makuta’s actions were the reason for his insisting on making stone maps at Kini-Nui.
Vakama then reveals a legend about six mysterious stones, called the Pyrkoku stones. Legend states that there is one hidden in each Wahi, and that they are very important. Why they are important, no one knows, but Vakama thinks it has something to do with this vision. Later, all of Ta-Koro is gathered to mourn Kanoka’s death. After the meeting, your three companions retire to the Ta-Koro inn to rest, and Hujo goes to bed.
Visions of the Future
He has another vision-dream that night, in which Makuta threatens to do everything to keep Hujo from his destiny. He wakes up the next morning and goes to meet his companions and tells them about the threat. They decide to put the map project on hold for now and gather the Pyrkoku stones in the Wahi you’ve already visited.
Outside, the pedestal in front of Vakama’s hut has moved, and more lines have been added to the prophecy, including clues to the locations of the Pyrkoku stones. The hole revealed by the movement of the pedestal has revealed a training room. It fills with Rahi, ten turtles at first, and you can fight them for as long as you want. As you collect more Pyrkoku stones, more kinds of Rahi will appear. But first, you have to find them.
Search for the Pyrkoku Stones
The isle of lava is in storage
That is the hint for the Ta-Wahi Pyrkoku stone. Since you’re in the neighborhood, why not go after this one first? The first part of this one was fairly obvious to me. Go back to the hallway where your room is and go to the very back. The back room is a storage room. Go to the chest and check it. You’ll find a tablet in the chest; when you read it, you’ll discover...a bunch of meaningless wavy lines. Nothing there, seemingly. But check out the pots in that room. Underneath one of them is a large tablet. It has a small hole in it. That small tablet matches with the lines on the larger one, so you slide it in. The chest slides back to reveal a passageway!
Go down it, and you’ll find yourself standing on what is obviously the isle of lava. There are eight Hoto on the island, but there’s something that keeps you from using both of your ranged weapons. Add that to the cramped fighting conditions and this may turn out to be harder than you think. But keep fighting, and the stone will be yours.
When you go back to the fighting room, ten Hoto will appear during the battle.
The scorpion king hides in the labyrinth
For this one, you’re going to have to go back to the Onu-Wahi tunnel maze. To get to the stone, go down, lower right, down, right, right, down. You’ll reach a largish chamber with a single Kofo-Jaga running around. Whack it ten times and it’ll suddenly get a lot bigger and a lot meaner. Scorpion king boss. Same rules as before: no ranged weapons, melee only. The king is faster and more powerful than its smaller form. Just stay in a pinch point which it will return to often where it can’t sneak behind you and keep whacking it. Ten more times and it’ll be down. Continue to the end of the tunnel and you’ll find a bunch of rocks. Clear them away to get the stone.
When you go back to the fighting room, ten Kofo-Jaga will appear.
The fish catcher follows waving seaweed
Next stop, Ga-Koro. Head for the underwater hut and jump in. You will notice a particularly blue-looking piece of seaweed. Go over to it and you will notice more seaweed, laid out in a line, practically inviting you to follow it.
However, before you do anything else, catch a fish. Any fish. Chase down a Ruki or a Burhu and capture it for future yumminess.
Now, follow the weeds. At the end of the trail, you will find a shadowed grove containing... a minnow. One tiny minnow. One itty bitty harmless minnow. But the scorpion king incident taught the lesson of “Don’t judge a book by its cover.” Hit it, and you’ll find yourself with a little shark problem. The thing is fast, for a fish, and considering that you’re considerably slower underwater that doesn’t help, and its bite is a lot worse than its bark. Fortunately, there are multiple corners to back it into to make the fight go quicker.
Five hits. Then, an especially blue piece of seaweed will turn into a blue stone. The Ga-Pyrkoku stone. The only problem in this one is getting through all the steps and still having enough air to reach the surface.
When you go back to the fighting room, ten Lefeiru rats will file in after the beetles and Hoto.
Fingers of sand point the way
Trek to the Po-Wahi desert for this one. Head back to the trail to the canyon along the west side of the Po-Koro wall. Follow the trail a very short ways, and you’ll see a patch of pale sand separate from the path. Doesn’t it look, with a little imagination, like a sandy hand, with a finger pointing in one direction? Follow it. Line yourself up perfectly with the finger and go in the direction it’s pointing.
Soon you’ll come to a second one, pointing in a new direction. Follow it. You’ll encounter ten of them. Along the way, you will encounter a random oasis. Feel free to check it out of you want; just resume your walk when the discussion is done. Follow the pointed directions exactly, and you’ll walk straight into another underground cave.
You’ll encounter two Maha goats and a Makika (although this one doesn’t hop). The Maha take five hits to defeat them, the Makika takes the usual ten (the ordinary no shooting rule is in effect). Beat all of them, destroy the stone blocking the entrance in a puff of dust, and the fourth and final stone is yours.
When you go back to the fighting room, ten beetles will appear before the Kofo-Jaga.
Thanks to bngi for the walkthrough for this level.
Trip to Ko-Koro
Now that you’ve gathered the four Pyrkoku stones currently within your reach, you are free to go on your way to Ko-Koro. Before you leave for Ko-Koro, I suggest you make sure you have a slingshot and much slingshot ammo with you. Go heavy on the ammunition, as you will need most of it. You can buy a slingshot and ammo at the Onu-Koro Supershop.
To get to Ko-Koro, go to the outer wall of Ta-Koro, right outside Jaller’s office. There is a path leading towards the right, away from the charred forest. At the mouth of the path, you will be prompted to check the mysterious pedestal for a clue to the whereabouts of the Ko-Pyrkoku stone. Go and check, and you will indeed find a new clue. Keep it in mind, but don’t worry too much about it; finding this particular stone’s location will be as easy as falling down.
Return to the path, and you find a cablecar and a Tohunga. Talk to the Tohunga and walk under the hook pad of the cablecar. The gears of the cablecar will slowly start to turn, and soon you will find yourself in Ko-Wahi. Walk directly left, and you will find out that you are…
Lost in the Snow
Even worse, turning back doesn’t help. Don’t panic--if Takua and Hahli got out alive from here, you will too. Just keep walking. Direction doesn’t matter, but be sure that you cross the center of the screen every time you pass from one side of the screen to the other. After 31 times of walking across the screen--surprise!
The slippery ice is the stone puzzler’s friend
You fall through a crack in the snow to a large underground cave. This time, it’s not a dangerous Rahi between you and the Pyrkoku Stone—it’s a puzzle. You have to make your way to the stone through the ice. When you press an arrow key on the ice, you will slide to that direction until you bump into something. You have to slide your way to the Pyrkoku Stone by bumping from ice chunk to ice chunk. If you don‘t bump into anything, you will keep sliding until you fall off the ice, and you’ll have to start all over.
Walk and slide down. After you’ve bumped into the first chunk, slide left. Then down again. Then right. Down. Left. Up. Right. Down.
Now you are in the second area. Here, slide right. Then up. Left. Up. Right. Down. Then right, and you’ll enter the third area.
Slide up. Then right. Down. Right. Up. Left. And up to the fourth area.
Slide right. Then down. Right. Up. Right. Up. Right--and you enter the fifth, and the last, area.
Slide down. Then right. Up. Right. Down. Be prepared for a Rahi battle--and slide right.
The two Snow Slugs take 5 punches each. The no shooting rule is in effect. After you beat the Snow Slugs, punch the ice chunk and take the Pyrkoku Stone. Then punch the other ice chunk and use the rope to climb out of the cave.
Outside, start walking again, continuing your search for Ko-Koro. Soon you notice that it’s getting dark, and decide to make a camp and continue the search tomorrow.
When you wake up, another surprise awaits you. Nuhuri the Onu-Koronan and Kiapohi the Ga-Koronan are gone, and a strange Ko-Koronan is warming herself up next to your fire. The Ko-Koronan introduces herself as Nijire, and explains why Nuhuri and Kiapohi have left the camp. Nijire the Ko-Koronan met Nuhuri early in the morning and tells you what Nuhuri briefly told her.
Nuhuri and Kiapohi are following a mysterious, shape-shifting being who has been traveling in your energypack disguised as Takua’s tablet--the tablet Kanoka gave you. All your maps are stolen by the being, but luckily you have backups stored in every Koro. After finding the being’s lair, Nuhuri and Kiapohi will travel to other koro and make more copies of existing maps. You will meet them later at Kini-Nui. Nijire accompanies you and shows you the way to Ko-Koro.
Wanted: Ko-Wahi Map
When you arrive, go to the library to find maps of Ko-Wahi. Unfortunately, you find the library closed, because there has been a Rahi attack in the village. Go to the sanctum and talk with Matoro. He will tell you that all the books and maps in the library have been taken by the Rahi who attacked the village. Strangely, the Rahi left after taking the books and the maps of the Wahi.
Now talk to the Tohunga on the left, Akohre the Scholar. He might give a rather odd impression, but you learn that a guard named Raitu has seen something that could be a clue to find the place where the Rahi took the maps to.
Raitu’s hut is located close to the the Icicle Eatery, along the road leading to Ice fishing. Raitu describes the events of the battle, and tells that he saw a bright light flash on a nearby mountain slope after the Rahi had gone. Nijire knows the place, so she can lead you there. Restore your energy, and don’t forget to stock up on loads of food in the Icicle Eatery before you leave! Also, I suggest buying a Snow Chucker and lots of ammo for it from the Treeline Shop.
The Mountain Slope Puzzle
To get to the mountain slope, go out of Ko-Koro and walk down. Nijire will ask you if you want her to take you to the mountain slope. Once you get there, you have to find out where the Rahi disappeared to. Walk right and start making your way up the slope. Keep your eyes sharp--somewhere in here, there’s a key that you will have to find. The key is small and grey. It can be hidden behind one of the left-pointing branches of a snowy pine tree, behind the branches of a leafless tree or behind a large crystal formation.
A part of the key will be visible in every case. The place of the key is random, so check out every option! When you find the key, walk over it and pick it up. Now you have to find the lock. Halfway of the mountain slope route there is a place with two small crystal piles and four small single crystals quite closely together. Below them, there is a single spike-like crystal. Walk straight up to the direction the crystal points to.
When you look carefully, you see that the section of the ice wall the crystal points to has a small keyhole in it. You have found the lock! Open it, and a flash of light will reveal an entrance to a magic storage room. When you get in, you see a hole in the floor and a rope tied to it. After Hujo’s and Tlenoh’s conversation, you will be asked to save before descending the rope. I suggest doing so.
The Rahi Caves
Snow Slugs! Unfortunately, these are nastier than the ones guarding the Pyrkoku Stone. These Snow Slugs take fifteen punches each, or five hits from your throwing disk. Grab the stun Spears from the left side of the cave and use them to stun the Slugs. You should be able to punch a Slug at least seven times before it starts moving again, more if you get one against a wall or another Slug. After defeating the Slugs, continue on your way.
You will encounter two more Snow Slugs in the next cave. After taking them down, slide and bump your way over the ice. Proceed up, and battle the Snow Slug on the ice. Use your throwing disk, and try not to slide to a corner that can only be exited by sliding back. After defeating the Slug, proceed up. You encounter one Slug more. After defeating it, slide over the ice square and defeat the three Snow Slugs you encounter. The Slugs might slide over the ice square to your side. After taking them down, slide up.
In the next cave, you encounter a Chogo. This Rahi is almost as fast as you. Sometimes, it will stop and charge you fast--so get out of its way then! The Chogo takes ten hits from your throwing disk to defeat. After defeating the Chogo, two more appear from the next cave. Defeat them, and continue on your way.
In the next cave you find Kiraia Ice Fish swimming in shallow water. Get into the water and use your Snow Chucker to defeat them. To take an Ice Fish down, you need to hit it three times with your Snow Chucker or nine with your throwing disk. They move quickly and sometimes speed up greatly, ending up behind you. Defeat all the Ice Fish and proceed to the next cave through the shallow water tunnel.
Here, you are greeted by even more Ice Fish. Try to defeat them in the open area and don’t let them corner you. After taking them down, budge the stone button in the upper left corner, then the one in the top left corner, and then the one in the bottom right corner. You notice that the crystal spikes blocking the way up have lowered, letting you continue.
But first you have to take down three Ice Bats. One Bat takes 30 throwing disk hits or 18 slingshot hits to defeat. The Snow Chucker is no use against one, nor are Stun Spears. Sometimes a Bat will stop for a moment and then start flying around like it had fire on its back. When this happens, keep moving around or the Bat will hit you several times. After defeating the Ice Bats, continue on your way up. You are asked to save your game. I suggest doing so, because there’s a boss battle awaiting you in the next cave.
Boss Battle--Ice Squid
The Ice Squid is a big, insect-like creature. It emits a blue, damaging cold-energy wave that moves to all directions that saps both your health and your energy. The Ice Squid is companied with a Chogo and three Snow Slugs. First take the Chogo down, then the Snow Slugs. After this, you can concentrate on the Ice Squid without having to worry about other Rahi attacking you from your back. There are walls and boulders in the cave which make aiming and hitting harder. There is also slippery ice on the floor. The Squid is able to move through the walls and the boulders, and the slippery ice doesn’t affect it.
Forget punching--you have to use long-range weapons to take this thing down. When the Squid pauses emitting cold waves, get a good aim and shoot it with your slingshot a couple of times. It only emits the coldwave when it's near you, so try to stay far enough away that it's only visible at the edge of your screen as you fire. If you run out of slingshot ammo, switch to your Kanoka disk. Stun spears don’t affect the Ice Squid.
The Ice Squid takes 80 slingshot hits or 134 Kanoka disk hits to defeat. When you defeat the Ice Squid, it will lose its legs and stop moving but keep emitting damaging cold waves. There is a hole in the wall of the top of the cave--push aside the stone in front of it and enter in.
Recovering the Books
You find yourself in a small cave and see all the library books and your maps in it. Collect all the books and your maps, and exit from the same door you entered from. Back in Ko-Koro, go to the library, and talk to the librarian. Give the books back to him, and he will give you three Amana Volo Spheres to thank you, which are basically extra lives should you almost die in battle. It’s getting late, so go to the Ko-Koro Inn to sleep. The next morning Nijire decides to follow you to Le-Koro. You decide to travel back to Ta-Koro to ask Tahu the way.