Rpg: T M O M N Walkthrough (from Le-koro To Storyline End)
Whole thing doesn't fit in one blog entry; this goes from the first new Version 3 content that begins as you're leaving Ko-Koro, and goes to the end of the storyline. Bonus content and minigames and chores info is not yet available for the walkthrough; waiting until we release Version 3.3 soon.
(Still in Ko-Koro, on your way back towards Ta-Koro to get to Le-Koro.)
You will return to the cablecar’s location with Nijire’s help, and start on your way to return to your home village. Unfortunately, your hidden enemy has different travel plans in store for you. On the path to the cable car, you will fall into a quite sizable hole, at the bottom of which you will encounter—Fawa!
These cold-loving creatures are almost identical to their Po-Wahi cousins in terms of movement; fortunately, they are less durable. Very fortunately, since you are sharing your hole with four of them. The slingshot is your best bet; you can switch between that and the stun spears for optimal accuracy.
It takes three hits to make a Fawa run away. Eventually, you will have defeated all four of them. Whew. Wait a second...there are more?! You will encounter three separate waves of four ice Fawa before finally being allowed to escape. By this time, you will realize that the enemy is playing for keeps, and is finally getting serious about eliminating you. Startled and worried, you rush to return to Ta-Koro before something else happens to you.
Hidden Enemies and an Odd Le-Koronan
A worried guard will be waiting on the other end, telling you that you are very late and that Tahu wants to see you in Vakama’s hut, alone. Go into Ta-Koro and enter the hut, leaving your companions outside. Inside, you will find Tahu with an odd Le-Koronan, introduced as Ito the Jungledweller.
Tahu will tell you about a new menace: Rahunga, powerful villains that were once Tohunga. The Rahunga can transform into far more powerful creatures by a substance called Rahudermis, and, as far as can be told, willingly serve Makuta. They can disguise themselves as normal Tohunga and have power that even Toa can find difficult to defeat. You have powerful enemies. Currently, several are leading massive hordes of Rahi in an assault on Le-Koro. The Le-Koro Kahu Force is flying a diversion, posing as the members of your party; hopefully, this will hopefully divert enough Rahi forces to clear the way to the village. This means, you need to leave for Le-Wahi. Now.
Before you go Ito will stuffgive: a new weapon, the Bombfruit Launcher. It fires explosive fruit that do a large amount of damage in a large radius. Ito will also provide ammo, along with 1000 slingshot rocks. In addition, he will foodgive 50 Fauii cakes and 50 Bula berries. He will also advise you to check the pedestal for the hint to the Le-Pyrkoku stone’s location; do so, but don’t worry too much about it. You won’t be able to look for it until you reach the village.
To get to Le-Wahi, simply go into the Charred Forest just outside Ta-Koro. Enter and then go one screen west; it’s that easy. Once you reach the border, Ito will warn you that this is the last chance you have to go back and get food and ammunition. I suggest you save here and don't save over this save file, just in case you find out you need more supplies for the trek before you reach the end.
The Long Road to Le-Koro
Take the title seriously. This is going to take you a while. You will start down the road, where you will have your first Rahi encounter – a jungle Chogo scouting out the road. Ito will warn you that if it sees you, it will report your presence to Makuta. Which means that your path will be littered with even more Rahi than are already there, making an already interesting trek very difficult. Avoid it; move along the top or bottom of the screen. If the Chogo enters your screen, go back until it disappears and wait a few seconds before moving forward again. Don’t bother firing at it; the thing is invulnerable unless it sees you, which you want to avoid.
Further along the path, Ito will again tell you to stop and aheadlook. The path ahead is infested with Zigabaka hoverbugs and Hoi turtles. There are too many to sneak around, so charge into battle. Equip your new Bombfruit launcher; it will make both kinds of Rahi go fleeing with one hit, and if you use it well, its large blast radius can take care of multiple Rahi at once.
At the top of the map, you will see a box next to a large stump. Destroy the stump with a bombfruit shot and walk up and select it. It will give you various packs of ammunition; caches like this will be your only source of ammo until you reach Le-Koro, but if you supplied well enough before leaving, the ammo you collect throughout this level will last you until the end of the game. There will also be a pile of slingshots stones near a tree on the bottom of the path.
You will not be able to continue until you defeat all of the Rahi, so lay waste with exploding fruit! This is true for all maps in this section; you can only pass until you have defeated all Rahi in your area. If there are still some left, but they’re on the other side of the map, then you can continue. You will continue on until Ito tells you to quietstop again. Suspicious, he will go ahead to scout your path. He will return with the news that there is a massive group of Kane-Ra and Muaka waiting for you along the path. You must go through the forest. You will do so, continuing the long road.
From this point on, each map will have one ammo box somewhere; Rahi will also spawn from off-screen as you defeat them. They will stop coming eventually, but until then you have to fight. The first two maps will only contain hoverbugs, turtles, and lightning bugs; all of these will flee with a single bombfruit shot.
On the third map, you will start to encounter Jungle Chogo, which take four shots before running away. This is also where Rahi will begin to respawn. On the fifth map, you will see tracks going to the east. Tohunga tracks. Only...too wide spaced...Ito will panic and warn you that these are Rahunga tracks; your party will hurriedly turn west to avoid the creature.
On the next map, you will find your way blocked by a series of strange blue objects. Walk up to them and they will unfold to reveal a rather large number of rather large Rahi. Each of them takes four shots to defeat; you will encounter two groups on this map.
The next map is something of a breather; Ito will direct you to a hidden supply store, in the tree at the top of the screen. Go to the sandy portion of ground and face the tree; you will be transported inside, where you will find a treasure trove of ammunition and food. You will also find a new weapon: the bombfruit minelayer. In my opinion, the second-best weapon in the game. This weapon allows you to lay a mine on the ground, which will only explode when you hit enter a second time. In essence, you can blow up enemies whilst running away from them! In terms of power and blast radius, it’s the same as the launcher, so use what you will.
The VERY Long Road
Ten screens after leaving the main road, you will come to the Fau Swamp. The end is near? Don’t bet on it. Here, I suggest you abandon the armored boots and equip the swamp boots (you did buy swamp boots in Onu-Koro, right?). A loss of defense, yes, but it lets you move faster in the swamps. None of the Rahi you encounter will slow down in the swamp (most of Le-Wahi is one, so that makes sense), and, as you will discover in a bit, there is actually a Rahi that speeds up in the swamp. If you do choose to forsake speed for protection, then the green pads in the swamp water will let you move at normal speed over them.
On the second map, you will encounter an annoying snake-Rahi that is every bit as fast as you are. On the third, which is mostly swamp, you will begin to encounter Fihbawa. Fortunately, these lack the water powers of the kind you fought outside Ta-Koro; though just as tough, you have upgraded your weaponry, so it now only takes two bombfruit hits to make them skedaddle.
The fifth screen is a doozy. It basically counts as three or four other maps, and it takes you straight through the home of the mud Vatuka. Mud Vatuka lack the orbital rocks that regular Vatuka have for backup, but make up for it by being much tougher and much, much faster. They’re still not too fast on solid ground, but in the swampwater, they are unbelievable. Five bombfruit to make them retreat.
The next map is a breather, containing another supply tree. You will find more food, more ammo, and another weapon: the firejuice launcher. The launcher is more powerful than all your other weapons, with a bigger blast radius than the bombfruit. It also fires like the rest of your weapon, not like the minelayer. Choose which you like; I personally stuck with the minelayer. Most Rahi will still go down in a single hit. [bonesiii note: The blob of firejuice this weapon fires will also pop and damage your target if it is to the left or right of it; so your aim does not have to be as precise as previous weapons.]
On the third map after the tree, you will encounter large rhinoceros-type Rahi. These things are just as fast as you, and do not slow down on the swamp. Four bombfruit or firejuice hits to make them run away.
On the fourth map after, you will encounter two giant apes guarding a Daikau plant. The Daikau is blocking your path, and the apes are guarding the plant. It is useless to attack the plant while the apes are still running around, so go after them first. I suggest the firejuice launcher for this; the apes are somewhat slow, so it’s fairly easy to stay ahead of them. Fifteen hits to drive each of them away, then three to make the Daikau shrivel up.
The next map is stuffed with enemies; Ito tells you that you are close to Le-Koro, but there are more Rahi than he thought. There is a Gukko-wing-protected area just ahead, so run there, ignoring your enemies. The green energy barrier will let you through, but nothing else. You are safe inside. You also cannot shoot outside from inside. Splash damage works, but your shots stay inside the fort. You will find three ammo crates inside; take them, then go lay waste to the Rahi forces outside.
There are lots of Rahi in this battle; you will encounter every species of Rahi that has dogged you through this jungle, except for the giant apes. The entire battle takes place over the swamp, so you will want the swamp boots. Literally hundreds of Rahi will fall before your way will be clear again.
Go on to find that... your way is in no way clear. You are close to Le-Koro, but it is surrounded by a huge swarm of Nui-Rama and Kofo-Rama. Ito, hesitantly, starts to say that there is another way... then a blue Rahunga charges your group and does away with hesitation. You run, and Ito hurriedly swears you all to secrecy before taking into a tunnel under another tree.
Here, you will find a strange sphere on the ground. Ito will explain that this is the Journeysong sphere, an object than can take anyone anywhere, as long as they know the proper journeysong of the place where they wish to go. It is a secret that the Turaga have struggled to keep from Makuta ever since its discovery, since using it, you can go anywhere sentient creatures have lived, as long as the path is unobstructed. Makuta would have clear passage into any Koro, as well as other places, even places not in this world.
After explaining this, Ito tells you to tap the sphere to take you to the Le-Koro elevator, then put the Journeysong sphere in your energy pack, just in case the Rahunga decide to search the area. You will do so, and set off, coming to the end of the tunnel quickly. Pick up the sphere, equip your best weapon, heal, eat, equip your armor, and then go to the surface for your next boss battle.
Boss Battle—Cyclone Worm
Your enemy is a massive snake-like creature that can slither and crawl just as fast as you can. In addition, it will launch cyclones that deplete one quarter of your entire party’s health, and its snaking path makes it difficult to strike. Again, in my opinion, bombfruit mines are the best way to go, as the large blast radius can easily catch the worm chasing you, without having to stop and aim, while continuing to run away. In addition, various swamp Rahi will appear to chase you around as well, though not many, meaning you should make them your lowest priority.
After forty bombfruit hits, the worm will double its speed, making it even more difficult to hit. Ten more hits, and the worm will flee. Victory is yours. Now, hurry and run north before the Rahunga arrives.
Finally! Le-Koro! After going up in an elevator, guarded by a familiar mask and familiar story, you will be greeted by Matau, who will be relieved that the failed decoy did not kill you. He will also be somewhat unsettled that you had to learn of the Journeysong sphere; after learning that you have all promised never to tell of it, he will tell you to go to the inn (two pads to the left and one up) and get some rest for the night. Kongu will fly in the morning and map the wahi for you. It costs fifty protos for a room; go and get some rest.
You will have another vision at this point; a threat about something called the Shadow Fire, and that the Blue Fire consumes all, including the one who seeks it, and that you will have to face your greatest fear. After waking up, you will go outside to find Ito waiting for you; after relating the dream and some headscratch time about your greatest fear, you will go off to try and find the Le-Pyrkoku stone.
The weeds of the jungle grow wild
This is it—the last Pyrkoku stone. This one is fairly simple to find, once you realize the clue, but the clue is well-hidden enough to make you run around a fair amount before finally finding it. Go back to the elevators and go down to the swamp, exiting to the area just beyond the elevators. Go to the lower right corner of the screen and look around. You may notice a series of plants unlike the others growing in a line in the water. Weeds of the jungle, huh...follow them. Go to the edge of the screen between one of the weeds and a lily pad and you will move to a new map.
Continue to follow the weeds. When you reach the next map, you will find yourself facing a new enemy: an eyeweed. Basically, it’s a weed. With a big eye. That walks. The weeds apparently do grow wild here. Attack it (the ordinary no shooting rule is not in effect); the firejuice launcher is your best bet. The weed has two methods of attack, both of them ranged, both of them tracking.
In the first attack, the eye will crackle with energy for a moment before firing in your direction. Make sure you’re hiding behind something, because the burst will zigzag across the screen to your location. This does between one and three points of damage to everyone in your group. The weed will also occasionally root itself in the ground, and a root will thrust up from below to attack you; it does the same damage range as the energy attack. Hiding does nothing against this attack; you need to be moving in order to avoid it.
After twenty hits with the firejuice, the ambulatory plant will lose its eye and start to wander aimlessly. It isn’t a threat to you anymore. Move to the right side of the screen, and claim your prize: the Le-Pyrkoku stone. Head back to Le-Koro; exiting the map will take you back to the swamp under the tree.
When you (eventually) make it back to Ta-Koro, ten hoverbugs will file in as your last enemies in the Rahi Training Room.
Secrets and Shadows
Returning to Le-Koro, go to Matau’s hut to speak with the Turaga. The ensuing discussion will be enlightening, informing you of the Blue Fire, or at least, what the Turaga have theorized of it. Ito will also hint at the Para-you-know-what; Matau will be shocked at his knowledge, and after a hurried discussion in another language, he will give you the Le-Wahi map and tell you to go to Kini-Nui to complete the map and your destiny.
Before you leave, be sure to talk with Kewonga; he replenishes your energy as well as your health. Go to the swamp below the elevators and go to the lower right corner; the tree is easy to see as there will be a patch of sand to the left of the trunk. Treetap and enter the tunnels. You will automatically spheretap and be on your way to Kini-Nui. After some traveling, you will arrive at your destination.
However, there will be an unwelcome visitor: an infected Kofo-Jaga. Hujo will hurriedly throw his disk at the Rahi, but it will disappear down a side-tunnel. Makuta now knows you have the sphere; not that you can get into any more trouble with him, right? Hit enter to pick up the sphere and put it in your pack, then exit the cave.
Not Your MNOLG’s Kini-Nui
You will come out of the tunnel in front of a large and well-defended wall. Walk up to the front gate and the Tohunga patrolling inside will allow you to enter. After coming in, he will descend to talk with you, giving you directions to where to go, which you will need. The place is quite large, and can be confusing at first. You just need to take the Le- and Ko-Wahi maps to the Carving Room, where Ruugon from Po-Koro has almost finished the maps. After that, you will have to help the Turaga and guards protect the Kini-Nui from the attacks sure to come. He can also tell you some upsetting things about the Rahunga.
After he goes back upstairs, go out the north door. Walk across the clearing, going around or over the Kini-Nui, and go to the other side. The Ga-Koronan patrolling that gate will let you in. She will give you more specific directions to the carving room, along with the history of the Kini-Nui and who is posted there.
Before you go to the Carving Room, take note of the random doors in the halls with plaques next to them. These are storage rooms; going up to them will allow you to buy supplies, weapons and food. The ones at the entrance will sell ammunition, whereas the ones in the Carving Room will sell ammunition and food. Go along the hall behind the ladder, checking out the Rahi display room along the way, if you wish.
Go up the ladder at the end of the hall; the Carving Room is just south on the next floor. The Po-Koronan will let you in; after speaking with Vakama, he will lead you to some suva and give you a Btou staff, along with four Kanohi. You can switch these Kanohi using the numpad + button. Below are the four Kanohi:
Jahiru, Noble Mask of Precision: This mask will greatly increase the damage you deal in combat with all direct-hit weapons, including your fists and the Blue Fire when you receive it.
Halehki, Great Mask of Healing: The Halehki will slowly heal your health on its own; it will still take energy, but will only use about half as much as manual healing.
Koruuka, Great Mask of Deflection: This mask protects you from damage, reducing it by one half; even though Vakama says it deflects it back at your enemies, they will not take extra damage.
Wahruma, Great Mask of Temperature Shielding: The Wahruma protects you from extreme temperatures, such as fire or ice. It’s best use will be during the final boss battle.
Choose your mask and equip it, then stock up using the money Vakama provides and head back to the front gate with Kiapohi and Nuhuri. When you come to the exit of the Hall, go to the switch to the right of the door and hit it to exit. When you get close to the front gate, a prompt will come up asking if you’re ready to guard. I suggest you save your game here.
You will stay in the main entrance at Tlenoh’s suggestion. It will be a long wait before anything happens. While you do so, Nuhuri and Kiapohi will tell you about tracking the unknown creature through the Drifts in Ko-Wahi and their discovery of the Rahunga base there, along with the discovery of one of the Rahunga’s identity: an Onu-Koronan who had ‘died’ a long time previously. They will also go over what Rahunga can do; you’re going to have a tough time with one of those.
After a while, Takuto will come down the ladder, saying there are Tohunga outside; Ta-Koro Guards, led by Jala. They have a message for Vakama and Hujo, so Takuto lets them in. And in walks...Kanoka?! He will say that he has news that is vital to Hujo’s destiny; Hujo will be a little hung up on the fact that he watched Kanoka die. Understandably. Kanoka will insist that he is not a Rahunga; Tlenoh and the various Guards will agree. Hujo, however, will be suspicious.
Eventually he will figure out the truth: Kanoka is a Rahunga. He is the Shadow Fire mentioned in his visions. After trying to convince Tlenoh and the others to the contrary, Kanoka will give up and assume his true shape. ‘Jala’ and the five ‘Guards’ will disappear, turning into Lahkrii bullet fish. These fish are troublesome, absorbing heat, light, and kinetic energy to become stronger and faster. The Snow Chucker is the only weapon that will work against them. How long it takes to defeat them depends on how powerful they are; they will tend to head for the fires around the room to become more powerful. Use the Snow Chucker on them until they stop moving, then run forward and hit them with Enter to scoop them into your pack.
You will leave the entrance hall to see Kanoka attempting to break into the next gate using a Matatu; the guards are holding off for now, but they will need help. Unfortunately, that isn’t the only threat. Kini-Nui is being attacked by Kofo-Wkahnau, small burrowing creatures. They will do severe damage to the temple if left unchecked; you’ll have to leave Kanoka to the temple guards for now. The burrowers are annoying; they’re agile, so they can dodge any projectile attack with ease. You’ll have to go up and punch them in order to defeat them. They will stay in the area of the Kini-Nui, but it will still be a long fight. Use the Jahiru to make it shorter.
It will take eleven hits to immobilize one of the burrowers; once you manage that, take it into your pack. They do about three damage to one of your party and are fairly fast. However, their most annoying ability is burrowing. Every once in a while, they’ll disappear underground, only to pop back up somewhere else. While this won’t really be a problem early on, later in the fight you’ll have only two left, both of whom burrow all the time, disappearing and reappearing every few seconds. These tend to stay in the same area, though, so just wait a bit and they’ll back up right in front of you. After you collect all seven, go to confront Kanoka. After exchanging certain words, and also certain disks, Kanoka will run away. You have won, for now.
The Mapmaker’s Greatest Fear
Go back to the carving room, where you will find the maps completed. After revealing that Kanoka was the Rahunga that attacked the Kini-Nui, you will be instructed to place the Pyrkoku stones on the slots around the central map. Go up to each and hit it; you will automatically place the right stone in the right place.
After all of the stones have been placed, an inscription will appear on the map: What is your greatest fear? You will have to carve it on the map, with the first letter capitalized and the others lower-cased. If you have been paying attention to the game, you will have figured out the basics of what Hujo’s fear is and will get it with a few tries. If you’re stuck, you can ask for hints, which start out vague and slowly become more concrete. If you can’t figure it out for the life of you:
After carving your fear, the map will light up, with Journeysongs ringing out for each Koro and the Kini-Nui, as well as red dots showing all infected Rahi on the island. An eighth location and an eighth song will appear; this is where you must go. Tlenoh, Kiapohi, and Nuhuri will leave you; Ito, Nijire, and Ruugon will accompany you on your last adventure.
Take the Pyrkoku stones and go back to the ladder you came up; go up the ladder. You will automatically skip levels three through six and go straight to the seventh level, an open-air platform. You will automatically use the Journeysong sphere begin the travel. Prepare to face your destiny.
The Labyrinth of the Unknown
The End of the Road...
You will come to a stop in the middle of a plain, in front of a series of tiles laid on the ground. Each one is colored, so it’s fairly obvious what has to go where. Hujo will automatically place each stone in its proper place, and the Ta-Pyrkoku stone and the last plate will disappear in a flash of blue energy, becoming a hole. Save your game; once you go down there, you won’t be coming out until you find the Blue Fire. Do as Ito says and inhop...
...and the Beginning of the Challenge
...and land at the start of one of the most frustrating parts of the game. A maze. Hujo growls that he hates mazes; in time, you will too. The maze, called the Labyrinth of the Unknown, is a test for the bearer of the Blue Fire; he must face twisting halls, fearsome Rahi, flying plants, and, above all, his fear, the unknown, in order to get to the end. There are six mazes, one for each Wahi; each one will be more difficult than the last.
The twists and turns will quickly grow more treacherous; occasionally, a path will lead outside the maze. If you leave the maze, a barrier will spring shut behind you, and you’ll have to go all the way back to the beginning. But that’s not all. Makuta has added his own little challenge: Rahi. Outside the mazes, when you first start, you’re safe. But once inside, you will be besieged by dozens of Rahi, all intent on killing you and keeping you from your destiny. They will all spawn from hovering spheres of Rahudermis spread throughout the mazes; no matter how many you defeat, more will always spring forth.
All Rahi have the ability to jump the inner walls of the mazes, taking a direct route to you, so outrunning them is not really an option. Eventually, you will be forced to fight. The Rahi will be similar in terms of toughness throughout the maze; one bombfruit will be enough to take them out. But they will increase in strength in each successive maze.
However, the unknown did manage to make some good of Makuta’s meddling: money. At the beginning of each maze, there will be a pedestal. This pedestal will have a number of different options on it; one of them will be labeled ‘Chore.’ Selecting this will activate the Rahi chore: for every Rahi you defeat, you will earn five protos. You can use them to buy food and ammunition at the pedestals, thus resupplying.
However, in order to earn those protos, you must kill at least fifty Rahi in that maze after activating the chore; if you succeed, either going back to the pedestal or successfully reaching the end of the maze will earn you your protos. In the first maze, you may not kill half that number during your run-through; the second, maybe. But later on, where killing Rahi is a necessity to even move forward, you will easily make that mark.
At the beginning of the Labyrinth, Ito will hand you a Rautu tablet. This tablet is very helpful; it will tell you when the Rahi in the maze are getting close, displaying them as black dots. In later mazes, if you get stuck, it will also display where you need to go as a yellow dot. Very handy. Twiddle the settings as you will; let’s get started.
Being the first maze, this one is the easiest. You will face nothing more here than the Lava Pobakah Rockshells that inhabit it. The exit is fairly easy to find. I’ll even give you directions. At the first chance you get after entering the maze, go up. At the next choice, go right. Do not leave the maze. Then, go right again, left, and left again at the first opportunity. The exit hole will be right in front of you. Jump in to clear this section of the maze.
From here on in, you’re on your own. The Ta-Maze was a freebie, to get you adjusted to the way the maze works. Here, you’ll have to find your own way through its Mavahk Rock Bison infested halls. But it isn’t that difficult, though it is harder than the Ta-Maze. There is a long hallway at the start -- the hole is randomly either to the left or right of the branch at the end of that, but it is near the northern side of the maze either way. And a piece of advice from bonesiii: if you ever get stuck in a maze, pick a wall and stick with it. Follow that wall, and eventually you will reach the end.
This is where things start getting tricky. You will enter this flooded maze, fighting off Korahga Spinesharks, only to find that, apart from a single, large, open area, you have nowhere to go. What the heck? This is the start of a soon-to-be familiar pattern: you must defeat a certain number of Rahi in order for the way to open. So, just stay in there and keep fighting. After driving off fifty sharks, you will hear a clanking noise. This means that way is now clear. Paths have opened up all around you; choose the lowest left path to get started.
When you come to this maze, which is littered with Bauzahk Flying Eyeweeds, you will be able to see the exit at once. Blocked off on all four sides. Since you only have one way to go, might as well get started. Occasionally in this map, a barrier will spring up behind you. This is a good thing. Usually. Generally, it means you’re going in the right direction. Eventually, you will find yourself locked into another large, open area with no exit and more plants than any gardener would feel comfortable with. Keep fighting; after driving off a sufficient number of them, the paths will open. You’ll get there.
The Ko-Maze starts with another open-area killing spree. You’ll be fighting Vaureko Snowtread Vipers, odd fusions of giant snakes and Tarakava. After defeating 75 of the snow snakes, the way will open. Be patient; this is the second hardest maze. Eventually, you will come out into a large open area; the exit is somewhere in here. Just keep running around and you’ll come across it eventually.
The last maze. Also, the one that will make you want to smash your screen in. This maze is so convoluted I can’t even remember where you have to go. Simply follow the wall and hope for the best. This maze is infested with Krujahk Cavern Lionfleas, which can jump twice as far as the Rahi in the last mazes. When the yellow spots light up on your map in this area, it will show you where to go next, rather than just highlighting the hole. This will help tremendously. Eventually, you will reach the end.
Battle of Fire
When you jump through the hole in the Onu-Maze, you will find yourself facing one last hole. Beyond is the final showdown with Kanoka. As preparation for the final battle, carefully select the mask you will wear. Each has its own advantage. The Mask of Healing will keep your health bar green while taking little energy to maintain, while the Mask of Accuracy will greatly reduce the duration of the battle. The Mask of Temperature Shielding will protect you from the Rahudermis and Kanoka’s initial fire attacks, but when the battle moves to its second and third stages, it will become less useful; the Mask of Deflection will provide protection against all of his attacks. If you don’t have your armored boots equipped, do so now. Don’t worry about weapons; you’ll only have one choice for this fight.
You will fall through the hole into a fairly large, poorly lit room. Nothing here. Except for Kanoka’s voice welcoming you to the unknown, and the massive flood of Rahudermis orbs spilling over the far wall and advancing towards you.
Okay, this stuff is very dangerous. First, there’s a lot of it. Second, although it all moves in your direction, the individual orbs move in a random pattern that makes them almost impossible to dodge. Every time one hits you, it does significant damage. You cannot damage them. None of your weapons work. You have only one tactic left to you: RUN!!!
This part of the battle will last for some while. Do you best to stay out of the path of the dermis-monster, and eventually you will see a blue flash at the center of the room. A staff has appeared; it must be the blue fire! At that moment, Kanoka’s voice booms out again: he has cursed the staff with his black fire, and you and all your companions will die if you touch it. After calling Kanoka a liar, move to the center of the room (getting hit will be unavoidable at this point) and grab the staff (HEAL BEFORE YOU DO SO!). Black fire will bloom, and all the Rahudermis will condense into a black orb around you.
After some neat special effects, you will find yourself...alive! Barely. Heal your very low health as soon as possible. Your party will express their wonder at not dying and wonder what’s coming next. People should really never, ever ask that question. You will get a view of your next challenge coming down to fight you: Kanoka himself. He’s a little different from when you last saw him. For instance, he’s brown. And covered in spiky armor. And about seven times as big as you are. Prepare for the final battle.
Your weapon for this battle is the Blue Firestaff, a ranged weapon that does huge amounts of damage in a concentrated area. Don’t bother switching weapons; none of them work here and, face it, compared to this thing they’re all pathetic anyways. Kanoka is no laughing matter, though; he’s huge, so he would seem like he presents a nice target, but in order to hit him you still have to line up precisely with his feet. You are faster than he is, but that’s a small advantage.
His primary attack is a burst of shadow fire; you can tell he’s preparing to fire when he stops moving for a moment and starts crackling with energy. The resulting burst moves in a straight line and does a fair amount of damage, knocking you across the room. Note: Although the burst fires in a straight line, Kanoka will not necessarily shoot in the direction he’s facing. He will shoot in the direction that is closest to your current position. If, for instance, he prepares to fire, and in the intervening time you move around so you are facing his side rather than his front, he will shoot to the side, still hitting you. Be careful.
Kanoka will also occasionally throw out a large mine, which emits a wave of fire after a few seconds, doing considerable damage. Makes sure you are at least half a screen away or you will take damage. He will also teleport to a random area of the room every once in a while, requiring you to track him down. If you get too close to Kanoka, he will strike you with his scissor-sword.
As if that wasn’t enough, after a few minutes the screen will go dark and a black circle will contract around you, essentially halving your line of sight and rendering everything you can see very, very dark. Nothing about Kanoka will change when this happens. This will go away after a minute, but is still very dangerous.
After 30 hits, Kanoka will drop an automatic disk launcher on the ground. This turret will crawl around slowly, trying to get to an optimal firing range, while shooting disks at rotating 45° angles. If you stop moving long enough (which will probably happen), the turret will crawl into a position where it can hit you once every rotation, and will not move from that position until you start running around again. The turret is indestructible and will stick around for the next stage.
20 more hits, and the battle will shift. Kanoka’s form will reduce to something similar to what he appeared as when you saw him at Kini-Nui, though he will still be brown. However, he will not move and simply stand there, letting you shoot at him. This will puzzle you for a moment, until he teleports. You’ll look for him—wait, there he is! And there he also is. And there, and there and there and there and...Kanoka is creating illusions of himself. You must discern which out of the dozen or so Kanoka is the real one; to make things even more confusing, every ten seconds or so, all the Kanoka will randomly teleport to a different spot in the room; they do this one at a time, so it is possible to keep track of which one is real. It takes luck, but you can do it.
One way to track down the real Kanoka is to shoot at them; the blue fire will simply pass through the fake Rahunga and strike the real one. Another way is walk through them all and see which one attacks you; if you walk next to the real Kanoka, he will strike you with his blade. He will not move, or come after you, so you can simply then stand a short way off and pump fire into him until he teleports again.
This continues until you manage to hit him 50 more times. The illusions will vanish, along with the disk turret, and Kanoka will turn red. Kanoka will start to chase after you again, but his tactics have changed. He will not throw mines, or teleport, or make the room go black. Instead of throwing black fire at you, he’ll sling discs, considerably faster than he did the fire. He will still attack with his sword if you get too close. Every once in a while, he will surround himself with a shimmering Rahudermis shield; he will be protected from damage until you manage to strike the shield 5 times with the blue fire (this is even if you are using the Mask of Accuracy).
After twenty strikes, Kanoka’s mask will be knocked off and his sword will fly out of his hand; run over and pick the sword up. Kanoka will shrink back to a Tohunga, and darkness will take you.
You have won.
The Bionicle Paracosmos
Hujo will come to his senses in a large room, alone. Soon afterwards, he is joined by a strange-looking creature that speaks an odd language. After it becomes apparent that Hujo cannot understand him, it summons Ito to translate. The creature is introduced as Surkahi, who is Unknown, and calls Hujo the Jahurungi. He summons the Turaga, and together, they explain to Hujo the Bionicle Paracosmos, and the role that he is to play. After revealing all that they know, Surkahi sends Hujo back to the world outside.
Congratulations! You have completed the Bionicle Paracosmos: The Map of Mata Nui.