Chocobo Tales Walkthrough Part 1: Controlling Our Chocobo Hero

Anonymous
The purpose of this walkthrough is for you to complete Story Mode. Let's start with the game's prologue of sorts.

First, let's start a new game. You can input a name with a length of up to eight characters. Then choose the Story Mode panel. Tap the stylus on the dialogue boxes to proceed through them. Soon, you will be able to move the yellow Chocobo. You have to use the stylus in order to move him. To do this, hold down the stylus onto any point on the touch screen and the Chocobo will move there. Let's move the Chocobo north to meet the white mage Shirma, so you can listen to her story.

But now she is interrupted by the black mage Croma. He wants to read his new picture book, but for some strange reason, it's locked. Move towards the book. You will see a cursor, which looks like a pointed finger, on the book if you're near enough. Now tap the stylus on the book to proceed to a puzzle.

The puzzle is like a sliding 15-puzzle that one could get as a cheap party favor. To unlock this book, you have to slide the boxes with the round red jewels so that their positions match up with the positions of the red dots in the box shown in the top part of the touch screen. To move the boxes, simply hold down a box that is adjacent to an empty space and slide the box to the empty space. The box will snap onto the empty space. Match the red jewels with the red dots, and the book will open.

The book turns out to be the Darkmaster Bebuzzu. Although he is not in some powerful form yet, he can still suck a Chocobo farm dry of its population. He didn't particularly like one Chocobo, though: Chubby. He will appear as a sealed card to the right of your Chocobo. When you regain control, move to the right to find the card and select it. Chubby will be freed, and you will be free to roam about the farm again.

Follow the road to the right of you, and you will see another sealed card tied to a balloon. Conveniently, the camera will pan to the right to reveal a book. Maybe this will help bring down that card? Move toward the book and select it. You will be sucked into the book for some strange reason. Perhaps this is Bebuzzu's magic? Shirma will ask whether you can hear her inside the book. You can choose either option and the game will proceed as usual.

In the next part, we will figure out what to do inside this book!

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