Infinite Undiscovery 2 Release Date
Infinite Undiscovery release date is September 2nd (Square Enix RPG for Xbox 360) Square Enix announced that Infinite Undiscovery will ship exclusively for the Xbox 360 on September 2nd in America and on September 5th in Europe.
Infinite Undiscovery Walkthrough
Part One | Part Two |
Items to Find | Antidote, Black Berry Potion, Musician's Quill, Miraculous Medicine, Memoirs of a Mage. |
Enemies to Battle | Bloodsucker, Thorn Cobra, Fleshbiter, Ogre (boss). |
After you talk to the two children you first encounter when entering Nolaan (Rico and Rucha), you'll have free reign over the small village. You can spend the time talking to everyone you want -- oddly, no one will think it's at all weird that you're holding an unconscious girl in your arms. Weirder yet, Capell seems to be showing no signs whatsoever of fatigue. Regardless, talking to everyone in the town (or anyone at all, really) is completely optional. Do so now or do so later… that much is up to you. You will need to go visit Rico and Rucha at their house to progress, however.
The screens above succinctly show where you need to go to find the brightly-dressed youngings. If you have trouble finding them, simply head to the back end of the village and walk up the sloping pathway. You'll run into the pair standing outside of their house. Leaving Aya in the care of some of the village residents, Capell will now be accompanied by the two young magicians. And just like that, you have to head to the Dragonbone Shrine, located off of a path at the far north end of the village. Follow the linear path you find (it will begin underneath the sloping pathway you took to reach Rico and Rucha), and you'll run directly into the dungeon's entrance.
Remember the Emblazoned Sword we got earlier? Well, you haven't had the chance to equip it until now, so do so for a considerable offensive boost. You won't be able to do much about Rico and Rucha's gear right now, but we'll worry about that later on. Head forward through the opening of the cavern and you'll soon encounter your first enemy (in the form of a Bloodsucker), as well as a fork in the road. Heading forward and to the left will shortly thereafter lead to a dead end. Though you can't do much there, you should still examine the dug up ground at the edge of the pathway. You'll find evidence that someone's been digging there recently.
Taking the right fork this time, you'll soon run into a dark cavern. The game will show a quick cutscene of many enemies, all Bloodsuckers like the one you fought earlier, flying around in the dark. These enemies will see you and identify you as someone worth attacking as soon as you enter the dark and this cutscene takes place. But don't try to fight them in the dark. No, friends, you'll simply be swinging away wildly in the dark. You may make contact every so often, but you're going to make your life easier if you don't bother doing this in the dark. Plus, your two new party members will be made mincemeat of before long if you keep them in that situation.
The moral of the story? Be smart and run back towards the fork in the path. Since the fork is in the bright daylight, your enemies will be forced to come out to pursue you, revealing each and every one of them. This will make fending them off all the more easy. Your new party members can take care of themselves, and will likely do some light attacking along with the usual spamming of healing items and spells. They'll keep you alive, however, and that's all that matters. Once the seemingly-endless stream of Bloodsuckers ends and you've killed the last one, you can then venture back into the cave towards the blue beacon of light in the dark. Examine it and you'll find that it's a switch. Once switched on, a light will illuminate the previously-darkened cavern, allowing you to proceed.
Head forward and through the newly-lit room until you come to another fork in the road. This fork is more complicated than the last, however, since it's made up of more than two paths. The leftmost path will lead to a darkened room that seems to serve no purpose, so other than the reason of filling in your map completely, you'll want to ignore this room all together. Keep in mind that it's around the time you encounter this room that you will run into another enemy, this one in the form of a Thorn Cobra. These foes have more staying-power than enemies you've already fought (and you may remember running into them when eluding the dragon in the field leading up to Nolaan), but you should have no difficulty in slaying these foes whatsoever.
The corridor the lone Thorn Cobra was guarding is a dead end, but you will find a treasure chest at the end of it. Open it up to grab an Antidote to add to your inventory, and then backtrack to where the Thorn Cobra was slain and explore the only other unexplored branch. This will lead directly to a well-lit room which holds a plethora of Thorn Cobras to slay. This battle can get a little hairy if you aren't careful. Have Capell use his Spinning Waltz attack with regularity when surrounded by these foes. Your new friends should support you with spells and healing items from afar, so the physical damage dealt is really going to be all on you. Patiently lay waste to these foes so that we can thereafter proceed.
If your back is facing the passageway that originally led to this room, you'll see another light switch to your left, as well as a pathway beyond that. The pathway beyond it is a dead end, so ignore it, and since the lights are already on in here, you'll want to ignore the light switch for the time being as well. Take the only other unexplored pathway out of this room and proceed along it until it again branches out. The first branch you encounter is again nothing more than a dead end (though you can talk to an animal with Rico down there to learn about a secret room, yet inaccessible, within the cave). Instead, proceed along the main path to another wide open room. This room is also well-lit, but conspicuously, it's devoid of any enemy presence. How strange. Well, take advantage of the situation and dart across the large room to the pathway leading out of it on the other side.
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