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Plane of Air
Did we miss anything in this location? Is there something we didn't discover? Let us know!


1 DISCORD

When you enter the plane of Air, you get a cut scene of Kharne ordering a mage to guard this plane from you. The monk isn't happy about it but doesn't have any choice. Be aware that if you stand around on this level, a wind will eventually come up and knock you off the platform you're standing on and you'll fall to your death. Head west from the save point until you reach another save point. You're auto-map won't be much good, but its compass will help you find your bearings.


2 FORKING PATH

A bit further north of the save point, the path will fork. Heading east will take you on a big circle back to the second save point. Head back to the fork and go north. Eventually you'll hit another save point.


3 TIGHTROPE

Keep heading east unitl the path becomes very narrow. The path will fork shortly after this. Head south to get rid of some tornados that might knock you off, then go back to the fork and head east to another save point.


4 CROOKED AND NARROW

Moving on from this save point, the path will eventually become circular. Just move west, to run along the bottom half of the path and don't worry about the two tornados on the island to the north. Keep going west until you hit a save point.


5 CLOUD HOPPER

Continue to go west until the path forks again. Those who are brave of heart can take the south path to find two tornados and a wisp to fight. Getting to their island requires a jump, though, so it may not be worth it.


6 AIR FOUNDATION

Keep moving west and jump to any nearby islands you feel like exploring and evetually you'll get to the exit to the Air Foundation.