Legend of Kalevala
An excellent metroidvania style puzzle platformer that's easy enough to jump straight in, but has a ton of hidden secrets for experts to find (especially if you want the best ending)... along with a few locked doors that just beg for further expansion. Legend of Kalevala has that perfect mix of old and new, alien and human, story and action.
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And beaten. Interesting game. Heavy emphasis on the mystery of the protagonist's past. For the longest time I had this theory:
Our protagonist was actually originally human, but he'd been transformed into a Kuuri-- Kurrai-- whatever the race's name is for whatever reason. Maybe as punishment for something, maybe for the express purpose of getting past the planet's defenses, something like that.
As it turned out...
...I was half right.
Hi, this is David, aka Chained, the creator of LoK. Thanks for that really awesome review!
Just to clear up a common mistake that I've seen made in the comments to this story: The original version of this game was made in 48 hours. The version that JIG reviewed is that 48 hours plus five months. :)
As for the name of the game, it was originally LEGACY of Kalevala. Because, you know, it's like a futuristic version of that fabled land. But a mishap labeled the game Legend and the mistake wasn't noticed until 24 hours after public release. Unfortunately, by that time, Legend of Kalevala was all over Google's search indexes and Kongregate wouldn't let me rename the game. So the game was hastily changed.
I'm not really fond of "Legend of X" names either. That was purely a mistake. :)
Oh, and as of the version I released today, "M" has been mapped to the mini-map. There is a historical reason why it was mapped to "N" but I changed it since it is pretty stupid.
As for more artwork of the alien protagonist, I'll put some up on my website at some point. The URL is in the game.
This is a fantastic game, with beautiful graphics and an interesting (albeit sometimes frustrating) shooting method. It was a really nice touch that you could get the quills to shoot farther by running and shooting. You know. Physics.
Either way, this game is well worth mentioning alongside the very best of metroidvania, like Knytt and Iji.
Spoilers for anyone who isn't an easter egg hunt grandmaster.
So how many secrets/fun facts did you guys find? I think I found four, although I might be including the secret fancy penguin in that count. Interesting stuff, it's nice to see a bit of background to the game!
The ones I can remember the location of are:
The one in the minefield room hidden in a floating platform.
One at the top of the mountain area.
One hidden behind the teleporter to the endgame
And, of course, the secret penguin hidden above the first boss's lair.
Anyone find any that I missed or forgot to include?
*sigh*
Found something VERY useful:
If you open your map, there may be a glowing blue dot on it. That is the room you need to go to. Furthermore, once you are in that room, pressing 'M' again will leave an arrow pointing the direction you need for a short time.
Does anyone know where the health powerups are? Or even how many of them? I have 4, but apparently there are more. I know of one I skipped and I'm going back for it.
Looks like 6 possible health and 4 story/song gems. I have 1, 3, and 4. Does anyone know where the second is? The second "Ancestral Grounds". Could you tell me in which potion of the map it is?
@hothotpot - I also only found 31 memories.
30 gets you the elephant trophy.
Ending (is there more than 1?):
I didn't want to enter the light right away, so I continued to the right. I had 3 gems and activated the songs. However, it was *too late* for the missing one, apparently. Blargh.
Anyways (plot spoilers),
you and your host body merge with the Ancestors and your mind is examined for information. They (the Kuriirit) take the starship plans and say they are going to bring this *unity* to the humans. But they don't want anyone knowing they're back just yet, so...they blow up your ship.
There's an award that says "beat the game with the most difficult ending to achieve this", which makes me think there's at least 3 endings.
According to the "Updated!" option on the main menu, there are "the good/bad endings". Is this 2 or more?
EASY:
Enter the light.
HARDER:
Find all 4 gems and activate all 4 songs.
(difficulty unknown):
Some other ending. Easier than the 4 songs? Harder than the light?
Awards: on the second/bottom row, how do you get 3, 6, 7, 8?
3 - "Boing boing boing boing!"
I assume this is jumping/running related. You can bounce off of certain things when glowing. It looks like a kangaroo design.
4 (the only one I earned) - "Them Kalevala defenses, they ain't too smart."
You cause one enemy to suicide. I think I caused a flier or a jumping crab to fall into the thick goo.
The award picture is frontal view of the Kuriiri head...wearing sunglasses. It's cute.
6 - "It's a secret!"
Maybe finding every easter egg? I found 2. The second one was about players asking just what type of animal you played. This one looks like a top hat.
7 - "Ouch! Make it stop! Well, okay, maybe just one more time..."
Suicide related? You kill yourself repeatedly? This award has three stars in it.
8 - "I think the Ancestors are just mess'n with my head, now."
I really have no idea what this could be. It looks like a spike collar.
Does anyone know where the third gem is? Im having a hard time finding it.
For any one whos wondering the others are:
one is under the wall where you first start the game. the switch to open it is on a cliff to the far right of that screen. you will need double jump.
two is in the underground section where you find the glide power up. You will need the second level of quills as the room containing the gem is behind the green wall on the right half way up the wall from the first levatation panel you can use.
The fourth is underneath the statue of the ancient and the whatever you are. If you destroy the green blocks on either side and walk through you will be in the chamber.
Gem locations (in order):
Citrine gem can be found underneath where you begin the game.
Emerald gem can be found near where you gain the Glide powerup. You will need the quill upgrade.
Garnet gem can be found in the temple in "Serve No More." You need the quill upgrade.
Amethyst gem can be found down the shaft of "Skim The Sky". You need the quill powerup.
"purple metallic pterodactylgreyhound mix" is what the developer calls the main character.
Ha! I got the harder ending AND beat the game in under 50 minutes! 47 minutes, baby!
But only 25 memories, this time. Bleh.
WHY can't you attack while jumping?
Because that breaks a lot of stuff if I change it now. I realize that the inability to shoot while jumping was probably a bad decision on my part, but my goal was to de-emphasize firepower and encourage fancy footwork. I consider LoK to be a platformer before a shooter.
Since you can shoot, but only in an arc or straight ahead and while not moving, this forces you plan your moves a bit more carefully. In a pinch you will probably want to rely more on jumping/gliding or other abilities to avoid attacks.
With the way enemies work in LoK right now, the ability to jump+shoot would just let you run in, open fire, and kill everything before it could even threaten you. But now you have to trick the enemy into maneuvering into a situation where your arc-of-fire can cover it.
The run ability, which you acquire later, offsets the inability to jump+shoot, as now you can mostly bypass enemies entirely or even use them as stepping stones to reach higher places.
This could have been offset by having stronger enemies or enemies that move in harder-to-predict ways -- but that's a major late-stage change, especially since I reuse the existing enemies on just about every level.
LoK2 will have jumping and shooting. But it's going to have an entirely different game play mechanic that will be better suited to run-and-gunning.
BTW, the trophy "Boing boing boing boing!" is...
...kind of like the "fall 30k feet" achievement in Portal. ie: It's not something you will get by accident.
There are just two endings, the "good" and bad ending.
There is a third ending planned for the expansion, with its own separate trophy.
Note that many people complained about getting the powered up shoot ability. I lowered the ledges a bit, so it should be easier to reach the top. I also...
...redesigned the entire part of the Da Capo level, so it's not as ugly looking and you still can't cheat across it with just glide. :)
As for getting the last ability...
...it is intended that you go to the right of the statue and then use the shoot ability to break the blocks on the walls hiding the green force field. You then glide up and can jump over to the left using fancy platform footwork.
Or you can just jump on the first platform, wait for it to move to the left, then d-jump off it and just glide all the way over to the powerup. You'll land on the ledge with plenty of room to spare, even for dodging the robot's shots on the ledge nearby.
Note there is a way to get the run ability early with just glide+djump. Sequence breaking the game, but that's part of the fun!
Trophy "It's a secret!":
Explore the level Human Dreams more carefully. :)
Trophy "Ouch! Make it stop!":
You're a Klingon! Klingons laugh at people who require that extra buffer between life and death!
Trophy "Mess'n with my head":
It's a mini-quest!
Explore more around the level Kuriirit to start it.
How to find the 2nd gem / Emerald gem:
The gem is near the glide ability as previously stated, however for others like me, who can't remember...
go all the way down the first underground hole near the beginning, you'll have to go through a hole that requires you to press up.
When you enter the map location "Hubris" you'll be in the right area. On your map it's down and to the left of your start location.
To get the gem simply look for the glide ability marker, then glide up and take out the wall with your upgraded quills! There's a tiny room with the gem :)
I have a question about the first boss:
"I am not sure why, but its visage seemed so familiar to me..."
I still don't get it. Is that supposed to be a face of an Ancestor?
Or a Klingon, as per the "Owch" award?
We have the locations of the gems/songs, does anyone have a list of all the powerups? I am missing ONE. There are 4 to find, plus your original 2 (we started with 2, right?).
"Boing boing boing!"
You must bounce 18 times without hitting anything other than enemies. The minefield in "Skim The Sky" works great for this.
"Mess'n with my head."
I don't know if that mystery switch in "Kuriirit" is needed to start this, but below the minefield in "Skim The Sky" is a passageway with an updraft. Drop down in it and you are told it is a trap. Deafeat all the monsters (and machines and mines) and a door opens. More monsters. Defeat them and you get to the last room. There is a "!" marker. Touch it. The Ancestors say, "[says something indistinct]" and the Kuriiri in your body says, "You are a fool, human." Then you think "It figures that after all these years I'd start hearing voices in my head for real."
You get an award.
"Seriously, you locked me in a room of monsters just for that?"
"It's a secret."
"Human Memories", after the first boss, head to the right updraft. You will see a blocked off corridor. The wall is fake. Glide through it.
What is that a cameo of?
2 Awards left for me to earn: collect all health powerups and owch make it stop.
Could I have a hint on the "Owch! Make it stop!" award? I read the tip about Klingons, but repeated suicide didn't earn it...
Is the first boss supposed to be a Klingon?
For the "Ouch!" award:
What provides a barrier between you and dying in this game?
It's something you would normally pick up without a second thought.
You sure? :)
You get that badge by completing the game with only your starting health. I recommend NOT trying for the good ending if you do this.
Good luck!
@SkylerF: Oh, hey, yeah, that part of the dialog refers to the opening intro that was cut. (You saw that same alien craft shoot down the human shuttle that you encountered in the level "Human Dreams.")
Sorry, there are no Klingons in the game. I was just using that as form of hyperbole.
Ultio nails on explaining exactly how to get that trophy.
Ironically, while some parts of the game are much are harder with just two health, the final boss is actually easier, because he starts with 4 hitpoints instead of having (up to) 6 if you've acquired the other health powerups.
On the "It's a secret" badge...
Super Stardust '96 reference. Intro for the game.
Walkthrough
(Complete as of v1.7.3. Updates may make this wrong, and the expansion definitely will.)
Main Story (including all memories and soul gems)
Quills
Da Capo
Go right and down the hole in the ground. Follow the tunnel all the way down, dodging the green worm things. You have to pull a switch to get to the bottom, where you find the Quill 1 powerup and a switch that will open the gate up top.
Glide
Da Capo
You can blast the little worms with C now. Climb out of the hole and go right. After the cutscene, keep going.
Alter Ego
Grab Memory 1 from under the ledge and Memory 2 just past there. Notice the blocked tunnel. Continue into the caves.
Worldly Ruminations
Enemies in here start to have multiple hit points. At the fork, you can go up to get Memory 3 (or grab it later), but you can't go any further that way. Go through the door if you want, but this is just an area for expansion purposes, so you can't get very far in the current version. Continue out of the cave, grabbing Memory 4 on the way.
Serve No More
Get Memory 5, by the big statue. After looking at the statue, you come to the first challenging enemy of the game, some sort of tank thing. Jump over its bullets while you shoot it, then continue right and take Memory 6.
Kuriirit
Climbing up the mountain won't get you anywhere right now, so go in the cave and grab memory 7. Keep going to the green force field thing. Trip the switch, and grab the health powerup (green thing; it gives you another hit point). Leave the cave and go back the way you came.
Serve No More
Go straight through.
Worldly Ruminations
Go straight through.
Alter Ego
When you approach the blocked tunnel this time, it will open. Fall down it and go left. Fall down the second chute and grab Memory 8 from the room to the right, then ride a platform back up. Continue left along the tunnel... it shuts behind you. Continue through the door.
Untapped Potential
Fall down the chute and grab Memory 9. In the next chamber, ride the platforms up, and follow the narrow tunnel for Memory 10. Back in the main tunnel, keep climbing all the way to the door.
Passage
Progress through this area is linear. Grab Memory 11 along the way, and watch out for the hill with mines rolling down it.
Hubris
Ride the platforms right up to the top, and continue left to the end. Memory 12 is at the upper left corner of this dangerous room, but you can always come back if you don't get to it. Drop down to the bottom and grab the Glide powerup.
Doublejump
Hubris
Now you can glide, and more importantly, you can go up the green force fields by holding X. Go up this one here, grab Memory 13, and head left into a big room with the dangerous green goop at the bottom. Try to land on the platform halfway along with Memory 14. You can use the moving platform there to get some altitude and glide all the way back to the entrance, or just platform-hop along the surface.
Passage
Go all the way back to the entrance. On the way, you can ride up the force field and hit a switch that will do nothing for you now, but will be useful later.
Untapped Potential
Retrace your steps here. Ignore the big, spiky wall; you can't get over it yet. At the start, ride up the force field, but get off before you hit the mines. Grab Memory 15, and leave.
Alter Ego
Jump off the platform and glide right, bypassing the locked door. Continue right and ride the platforms back to the surface. Go right.
Worldly Ruminations
You can continue up the top passage now (but by no means have to; there's nothing but memories up here). Grab Memory 16 at the far right and Memory 17 under some shooting orb that's too high to kill. Continue into the top of the next area.
Alter Ego
Follow the platforms across the top, past a health powerup you can't access and a red force field that stops you from jumping too high. Get Memories 18 and 19 from the ledges on the left wall (they're actually kind of creepy), then drop to the ground and go back right.
Worldly Ruminations
Just go straight through this time.
Serve No More
Go straight through.
Kuriirit
Go back into the cave and up the force field. You'll go through a series of rooms where there's nothing to do except glide past the orbs and dodge their bullets, and find Memory 20 at the end. Continue through the tunnels, past a switch (useful only for getting badges) and take Memory 21 from where there's three tunnels with wasps in them. Just past there, a switch opens a door letting you back outside, but don't go out. Ignore the force field, grab Memory 22 by going up the second moving platform, and go through the door at the back of the cave.
Modus Operandi
A very difficult level of gliding. Grab Memory 23 and be sure to save. Glide right along the ceiling avoiding the mines, which are one-hit kills; don't worry so much about the wasps. Follow the arrows down at the shaft of light to another savepoint. Ignore the teleporter; that will just bring you back to the entrance. Glide left to Memory 24, make your way through a particularly difficult patch of mines which will probably take more than one try, and drop down into the large open area. Grab the doublejump powerup from between the statues.
Quills 2
Modus Operandi
Go left and ride the force field all the way back to the entrance, taking Memory 25 on the way.
Kuriirit
Exit the cave and go all the way back down to the bottom of the mountain. There's a big box thing on stilts, but you can't get through the yellow force field. Go left.
Serve No More
Go straight through.
Worldly Ruminations
Go straight through.
Alter Ego
Fall down the hole again, go down the second shaft, but go left this time. The doublejump should just let you clear the wall. Take the Quill 2 powerup.
Run
Alter Ego
The new powerup also means it takes less hits to kill enemies. Go back up the second shaft and climb up, out of the cave. Go right.
Worldly Ruminations
Go straight through.
Serve No More
Go to where the force field is blocked by two green walls. Blast through one of these with your powerful Lvl2 quills and ride it up to the top. Follow the platforms along to the Ancestor's hand and get the Run powerup.
Crystal Podiums
Serve No More
Keep going left to get Memory 26, then drop back to the ground and go right.
Kuriirit
Go back to the box on stilts. You can pass through the force field when you're glowing blue. Activate the Crystal Podium and find out you need to find two more. Go back the way you came.
Serve No More
Go straight through.
Worldly Ruminations
Go straight through.
Alter Ego
Go straight through.
Da Capo
Jump on the black block, and then to the ledge on the right. The switch here allows access to a gem. Following the moving platforms will get you memories 27 and 28, while going up the force field will let you walk along the top to Crystal Podium 2. Drop down to the ground and head right.
Alter Ego
Go down the hole and head left, deeper down.
Untapped Potential
Go straight through.
Passage
Hit the switch above the force field if you haven't already. Keep going to the door and shoot through it. Climb up the new area. It's the last crystal podium. Hit it.
Soul Gems
These are only necessary to get the good ending. Otherwise, just head back to Kuriirit (the mountain). Shown in recommended order.
Gem 2
In Hubris (the end of the cave). Behind a breakable wall in the far left room, there is a tunnel that leads to this one.
Gem 1
In Da Capo (first area). Jump off the black brick and hit the switch. A hole will open up in the far left of the area. Drop down this and take the gem, then jump in the teleporter.
Gem 4
In Serve No More (place with big statue). Shoot the bricks at the bottom of the statue and go down a hidden passage to find this gem.
Gem 3
Just past the wall at the top of the mountain, in Skim The Sky, there is a big pit. Drop down this, and land on the ledge on the left side. Shoot through the bricks into the room. There is a creature that shoots quills on the first ledge; you are going to lose some hit points getting past it. Afterward, you'll have to drop down the pit, and you'll come out in Modus Operandi. Glide right along the ceiling or drop down to the teleporter to escape.
Towards the end...
Skim the Sky
Jump across the big pit, then make it by the force field obstacle by running straight at it. While you're blue, you'll bounce off the enemies and pass right through the force field. Go down the mountain into the cave.
Human Dreams
Get the switch right above the entrance, then head right. Watch out; the ice is quite slippery. Ignore the slope with the mines and climb up. Two new enemies to worry about: a little blob that jumps out of the snow and shoots at you, and more spike beasts. Follow the rather difficult path and when you reach the top and can choose a direction, go left for Memory 29, double back and go right. This should take you right to:
Boss 1
The big face just follows you around the playing area. Get it to run into the four big mines, and it will die. Be careful not to land; the ground hurts you right now.
Closer to the end...
Human Dreams
You can stand on the ground now, so grab Memory 30 and drop downward. The switch opens the door back to the start of the level. Head down the hill and talk to the strange alien; he'll explain everything. Go right.
Purpose
A linear but very difficult dungeon. Watch out for the room that locks you in with a bunch of enemies. Press the switch at the end, then, if you're ready, head right through the teleporter.
Boss 2
To kill this boss, you have to jump up and hit a bomb while you're going up. If you hit it while you're going down, you might not be blue and it could hurt you. Any bombs that hit the ground make a huge fireball you can't always jump over, so try to stay ahead of them. Oh, and dodge the bullets. When you get a bomb to hit the boss, it falls to the ground. Hammer away at it with your quills until it gets back up. Repeat (about 4x) until it dies. This may take more than one try.
The final area
Temple
Grab Memory 31 (yes, that's right, 31 out of 30) and head right. Climb all the way up to the temple at the top. Activate it.
Bad Ending
Temple
Just step into the light and press Up.
Good Ending
Temple
Go back down to the bottom. Watch out; there's a lot more enemies now. Go into the little hole.
Ancestor Shield
Do not jump on the rising platforms; this will bring you back to the temple. Go down. You'll find four large statues, with a gem stand at the base of each. Activate them all. Climb back up to the top. The platform doesn't work now, so go back out the door.
Temple
Climb back up to the temple, step into the light, and press Up. Congratulations.
Health Powerups
There are 4 health powerups to be found in the game.
Found just inside the bottom cave in Kuriirit. Can't see how you'd miss this one.
In Untapped Potential, you can clear the big spiked wall with doublejump. This one's just on the other side.
In Hubris, just off the dangerous room on the left, behind a Quill 2 breakable wall.
Above Alter Ego, and you need Quills 2 to get it. Access from Da Capo or Worldly Ruminations.
Badges
Push the button, Frank!
Push the button by the Quill 1 powerup at the very start.
Recover X memories to unlock this.
Just find the memories. The locations of all memories are in the main story walkthrough.
Complete the game at least once to unlock this.
Finish the game with either ending.
Beat the game with the most difficult ending to unlock this.
Finish the game with the Good ending.
Be careful, I animate!
Beat the first boss.
Emo-spike didn't save you, after all.
Beat the final boss.
You need to find X gems to unlock this.
Find the gems. This is a necessary part of the good ending, and is detailed in the main story walkthrough.
Complete the game in 50 minutes to unlock this.
Exactly what it says in the name. A way to finish faster:
After getting the glide powerup and the other memories in that room, hit ESC and return to the beginning, then continue right as if you just climbed out of the hole. Then, when you get the Quill II powerup, keep going down and grab the memory you missed, the crystal podium, the soul gem (and the two health powerups). Escape by the same way, grab the soul gem, crystal podium and memories in the first area. Now head right, grabbing the health powerup at the top of Alter Ego, the speed powerup, memory and soul gem in Serve No More, and then the final crystal podium.
Boing boing boing boing!
Bounce off 20 enemies in a row. You need the Speed powerup to bounce off enemies. A good place to do this is:
the forcefield/bouncing obstacle in Skim The Sky, but make sure you keep moving back and forth, or you won't stay blue.
Them Kalevala defenses, they ain't too smart...
Get an enemy to kill itself. Enemies are not hurt by spikes, green ooze or their own bullets. Although mines do kill them, that doesn't count for some reason. The only way to do this is:
lava. There's some at the bottom of the Passage area, along with one of those things that always hops at you. You figure it out.
Glide over the lava and let it jump at you.
Eat your Wheaties! Find all the health powerups.
Find all 4 health powerups, detailed above.
It's a secret!
No really, it's a secret.
You want to find this on your own...
Fine. There's a secret passage in the upper right of the room where you fought the first boss. Go in there and talk to the penguin.
Ouch! Make it stop! Well, okay, maybe just one more time...
Finish the game without taking any health powerups (with max hit points 2)
I think the Ancestors are just mess'n with my head, now.
Flip the switch mentioned earlier in Kuriirit. Drop into the bouncing-on-enemies trap in Skim the Sky. Go down the newly-revealed secret passage. First room: huge multi-enemy trap! Second room: Same! Fight your way through them somehow. Hint: you have to kill all enemies to progress, including the grey orb things. Find out what you came down here for to get the badge.
Secrets (Fun Facts)
I recommend you try and find these for yourself...
In the cave in Da Capo, there is a secret passage up on the back wall behind the switch that opens the big white gate.
In Worldly Ruminations, there is an area right by the upper door with a stationary shooting robot over a platform with a memory, over spikes. Land on the spikes directly below the platform, and you'll fall through.
In Modus Operandi, land on the big floating platform at the end of the level.
At the top of the mountain in Kuriirit; you'll need doublejump to get here.
Right after the bouncing force field trap in Skim the Sky, jump up on the overhanging ledge.
At the start of Purpose, jump over the pit and climb up the other side.
Jump over the teleporter at the end of Purpose. A long secret passage leads to the final secret.
I finally managed to beat the game and obtain all the badges! It took me three play-throughs, twice with the "good ending," the second time resulting in the under 50 minutes badge, and once with the "bad ending" to get the "Ouch!" badge. I have to say, I really enjoyed this game quite a bit. There was just enough to keep me coming back to get all the badges and find all the secrets, but not too much to make quests like that daunting. I blew through the final play-through in just over half an hour, which didn't make it feel like a horrible chore to go back and play the whole game over again just for one badge. I continuously had fun each time I played and wasn't ever bored. I'm excited at the thought of an expansion and a sequel and can't wait for them to be done!
A very good Metroidvania indeed. I'm somewhat torn about the glowing blob on the map showing where to go next: on the one hand, I prefer it if Metroidvanias have more options on the order you can collect powerups than that... but on the other hand, I did find myself very glad of it when I was searching for the yellow upgrade! And the sequence-breaking option goes a good way to alleviate that niggling objection. (Virtually none of the free metroidvanias I've seen have that kind of option anyway.)
So, yes, very satisfying. A good range of places to explore, and three kinds of bonus/non-essential secrets to find!
I got all the top row of achievements, and a couple of others. Spent about 2 hours on it, because I reached the temple and the light with 3 gems, and then teleported back to the beginning to look for the fourth, which meant I had to fight through the pre-temple area twice.
Nice difficulty curve, evocative graphics and music, several different settings, a very impressive gradually-revealed plot... Yep, I agree with Mantus - this should be remembered as one of the best free Metroidvanias around, along with Iji and Untitled Story.
Okay, this probably sounds really stupid, but I am a sucker for good story games, this game included, but i can't play this game very well because I just broke my arm... yes it sucks. I tried the alternative controls, but I keep dying anyways.
So, (and again, this probably sounds pretty stupid) could anyone please post a complete storyline spoiler for me?
Or maybe email it to me?
Seriosly, I'm desperate, and I know that if I wait till my cast is off, i'll probably forget about it... which would suck because from the little i saw of this game, it is FREAKKING AWESOME.
How to pronounce Kuriiri/Kuriirit? It's pretty close to how it's spelled in English.
KUH-REE-RI
KUH-REE-RE-HT
Andy: I'm sorry to hear that. :( Well, there is the YouTube walk-through, but the person who did it flips through the dialog pretty rapidly. (You could probably pause it to read things, though.) Fortunately, this walk-through was made before it was possible to outright skip all dialog with the escape key!
For all the kind words, thank you. I certainly hope my next game can live up everyone's expectations. It's not going to be as story driven as LoK but it will be loaded with secrets and have plenty of exploration options. Which is unusual, because it's a shmup. ;)
I'm also working on the expansion pack to LoK at the same time.
I suck too much to beat the last(?) boss. I even have all the health powerups.
I just can't seem to hit the guy with the bombs unless I'm all the way to the left of the screen. Trouble is, when the boss starts shooting three bombs at the same time, I end up running into the explosions of the two I don't hit unless I stand at the RIGHT of the screen. But then I can't hit him again.
Didn't have any trouble at all up to this point either (besides the somewhat invisible doors) xD Any tips?
When I first finished the game, I got the bad ending. I was frustrated that I was blocked from going back to fix the situation (with the statue saying "it is too late now" seemingly confirming that). I did not want to start all over again, but it turns out it is not impossible to go back to the beginning, just very difficult:
The tricky part is the lava pool with the red and green streams. Coming from the left, the speed is enough to get through, but coming from the right, the lack of running space and the mine made it difficult to gather any speed. Forget gliding, forget survival instinct, just jump through disregarding any hit you might take, and you might just make it. Resume gliding as soon as you get to the other side of the red stream.
Everything else is piece of cake, especially with the guides listed here.
Fantastic game.
There was some kind of problem so the game didn't recognise when I activated the crystal podiums, I mean I went round those things several times, and that meant I couldn't finish it. But still, I loved the story (I'll never find out how it ended now arrgh.)
A note for the designer since he seems to be coming round here:
It was really confusing at the start how to save. The only option seemed to be to end the game every time. Then I found out it autosaved each time I clicked up at the revive post. But it wasn't at all clear - I had to die before I found out how it worked.
And sometimes the flash ran slow, near the end, presumably because all the info stored from the game was causing lag - of course, just as my little critter was jumping the lava, with deadly consequences. I could have done with less lava jumping when it's less a matter of skill and more a matter of if the flash decides to play ball.
Oh yeah, and a save point beside the very first lava puddle would have been lovely. I died and trekked back there so many times. That nearly put me off the game at the start.
But I did like that I couldn't jump and shoot at the same time. It made it more strategic.
And great story. And I loved it that my character sat down like a dog when he wasn't doing anything in particular. I felt like saying, "Good boy!"
You mean the final boss gets more hp when I do?? That's cheap! D: I've been busting my hump trying to get more health powerups because that stupid emo-spike kills me CONTINUOUSLY. It feels like I'm throwing myself at a blender, trying to fight that thing. My only hope was getting more life and IT WON'T HELP? TT[]TT Noooo!
Everything else about the game is excellent, The music is superb and I've rarely found online games that I wouldn't rather mute and listen to my own music. This is the only one I can think of off the top of my head.
But that damned final boss... I've been trying to beat this game since it showed up on JiG, that final boss frustrated me so badly I haven't come back to Kalevala in a year!
Blast from the past...
I loved this game when it came out! Wish there was more with this story and this character, I love his design and felt bad for him at the end of the story. Having the promise of a bigger expansion hurts the more given that it seems it won't be updated.
In case anyone happens by this page in the future, the developer posted a 'post-mortem' to the game, explaining it's development and some of the problems, including the problem of piracy.
http://chainedlupine.com/2014/11/legend-of-kalevala-postmortem/
A nice read, if the creator does see this, thanks for such a good game that I remember it, years later.
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Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Walkthrough
(Complete as of v1.7.3. Updates may make this wrong, and the expansion definitely will.)
Main Story (including all memories and soul gems)
Quills
Da Capo
Go right and down the hole in the ground. Follow the tunnel all the way down, dodging the green worm things. You have to pull a switch to get to the bottom, where you find the Quill 1 powerup and a switch that will open the gate up top.
Glide
Da Capo
You can blast the little worms with C now. Climb out of the hole and go right. After the cutscene, keep going.
Alter Ego
Grab Memory 1 from under the ledge and Memory 2 just past there. Notice the blocked tunnel. Continue into the caves.
Worldly Ruminations
Enemies in here start to have multiple hit points. At the fork, you can go up to get Memory 3 (or grab it later), but you can't go any further that way. Go through the door if you want, but this is just an area for expansion purposes, so you can't get very far in the current version. Continue out of the cave, grabbing Memory 4 on the way.
Serve No More
Get Memory 5, by the big statue. After looking at the statue, you come to the first challenging enemy of the game, some sort of tank thing. Jump over its bullets while you shoot it, then continue right and take Memory 6.
Kuriirit
Climbing up the mountain won't get you anywhere right now, so go in the cave and grab memory 7. Keep going to the green force field thing. Trip the switch, and grab the health powerup (green thing; it gives you another hit point). Leave the cave and go back the way you came.
Serve No More
Go straight through.
Worldly Ruminations
Go straight through.
Alter Ego
When you approach the blocked tunnel this time, it will open. Fall down it and go left. Fall down the second chute and grab Memory 8 from the room to the right, then ride a platform back up. Continue left along the tunnel... it shuts behind you. Continue through the door.
Untapped Potential
Fall down the chute and grab Memory 9. In the next chamber, ride the platforms up, and follow the narrow tunnel for Memory 10. Back in the main tunnel, keep climbing all the way to the door.
Passage
Progress through this area is linear. Grab Memory 11 along the way, and watch out for the hill with mines rolling down it.
Hubris
Ride the platforms right up to the top, and continue left to the end. Memory 12 is at the upper left corner of this dangerous room, but you can always come back if you don't get to it. Drop down to the bottom and grab the Glide powerup.
Doublejump
Hubris
Now you can glide, and more importantly, you can go up the green force fields by holding X. Go up this one here, grab Memory 13, and head left into a big room with the dangerous green goop at the bottom. Try to land on the platform halfway along with Memory 14. You can use the moving platform there to get some altitude and glide all the way back to the entrance, or just platform-hop along the surface.
Passage
Go all the way back to the entrance. On the way, you can ride up the force field and hit a switch that will do nothing for you now, but will be useful later.
Untapped Potential
Retrace your steps here. Ignore the big, spiky wall; you can't get over it yet. At the start, ride up the force field, but get off before you hit the mines. Grab Memory 15, and leave.
Alter Ego
Jump off the platform and glide right, bypassing the locked door. Continue right and ride the platforms back to the surface. Go right.
Worldly Ruminations
You can continue up the top passage now (but by no means have to; there's nothing but memories up here). Grab Memory 16 at the far right and Memory 17 under some shooting orb that's too high to kill. Continue into the top of the next area.
Alter Ego
Follow the platforms across the top, past a health powerup you can't access and a red force field that stops you from jumping too high. Get Memories 18 and 19 from the ledges on the left wall (they're actually kind of creepy), then drop to the ground and go back right.
Worldly Ruminations
Just go straight through this time.
Serve No More
Go straight through.
Kuriirit
Go back into the cave and up the force field. You'll go through a series of rooms where there's nothing to do except glide past the orbs and dodge their bullets, and find Memory 20 at the end. Continue through the tunnels, past a switch (useful only for getting badges) and take Memory 21 from where there's three tunnels with wasps in them. Just past there, a switch opens a door letting you back outside, but don't go out. Ignore the force field, grab Memory 22 by going up the second moving platform, and go through the door at the back of the cave.
Modus Operandi
A very difficult level of gliding. Grab Memory 23 and be sure to save. Glide right along the ceiling avoiding the mines, which are one-hit kills; don't worry so much about the wasps. Follow the arrows down at the shaft of light to another savepoint. Ignore the teleporter; that will just bring you back to the entrance. Glide left to Memory 24, make your way through a particularly difficult patch of mines which will probably take more than one try, and drop down into the large open area. Grab the doublejump powerup from between the statues.
Quills 2
Modus Operandi
Go left and ride the force field all the way back to the entrance, taking Memory 25 on the way.
Kuriirit
Exit the cave and go all the way back down to the bottom of the mountain. There's a big box thing on stilts, but you can't get through the yellow force field. Go left.
Serve No More
Go straight through.
Worldly Ruminations
Go straight through.
Alter Ego
Fall down the hole again, go down the second shaft, but go left this time. The doublejump should just let you clear the wall. Take the Quill 2 powerup.
Run
Alter Ego
The new powerup also means it takes less hits to kill enemies. Go back up the second shaft and climb up, out of the cave. Go right.
Worldly Ruminations
Go straight through.
Serve No More
Go to where the force field is blocked by two green walls. Blast through one of these with your powerful Lvl2 quills and ride it up to the top. Follow the platforms along to the Ancestor's hand and get the Run powerup.
Crystal Podiums
Serve No More
Keep going left to get Memory 26, then drop back to the ground and go right.
Kuriirit
Go back to the box on stilts. You can pass through the force field when you're glowing blue. Activate the Crystal Podium and find out you need to find two more. Go back the way you came.
Serve No More
Go straight through.
Worldly Ruminations
Go straight through.
Alter Ego
Go straight through.
Da Capo
Jump on the black block, and then to the ledge on the right. The switch here allows access to a gem. Following the moving platforms will get you memories 27 and 28, while going up the force field will let you walk along the top to Crystal Podium 2. Drop down to the ground and head right.
Alter Ego
Go down the hole and head left, deeper down.
Untapped Potential
Go straight through.
Passage
Hit the switch above the force field if you haven't already. Keep going to the door and shoot through it. Climb up the new area. It's the last crystal podium. Hit it.
Soul Gems
These are only necessary to get the good ending. Otherwise, just head back to Kuriirit (the mountain). Shown in recommended order.
Gem 2
In Hubris (the end of the cave). Behind a breakable wall in the far left room, there is a tunnel that leads to this one.
Gem 1
In Da Capo (first area). Jump off the black brick and hit the switch. A hole will open up in the far left of the area. Drop down this and take the gem, then jump in the teleporter.
Gem 4
In Serve No More (place with big statue). Shoot the bricks at the bottom of the statue and go down a hidden passage to find this gem.
Gem 3
Just past the wall at the top of the mountain, in Skim The Sky, there is a big pit. Drop down this, and land on the ledge on the left side. Shoot through the bricks into the room. There is a creature that shoots quills on the first ledge; you are going to lose some hit points getting past it. Afterward, you'll have to drop down the pit, and you'll come out in Modus Operandi. Glide right along the ceiling or drop down to the teleporter to escape.
Towards the end...
Skim the Sky
Jump across the big pit, then make it by the force field obstacle by running straight at it. While you're blue, you'll bounce off the enemies and pass right through the force field. Go down the mountain into the cave.
Human Dreams
Get the switch right above the entrance, then head right. Watch out; the ice is quite slippery. Ignore the slope with the mines and climb up. Two new enemies to worry about: a little blob that jumps out of the snow and shoots at you, and more spike beasts. Follow the rather difficult path and when you reach the top and can choose a direction, go left for Memory 29, double back and go right. This should take you right to:
Boss 1
The big face just follows you around the playing area. Get it to run into the four big mines, and it will die. Be careful not to land; the ground hurts you right now.
Closer to the end...
Human Dreams
You can stand on the ground now, so grab Memory 30 and drop downward. The switch opens the door back to the start of the level. Head down the hill and talk to the strange alien; he'll explain everything. Go right.
Purpose
A linear but very difficult dungeon. Watch out for the room that locks you in with a bunch of enemies. Press the switch at the end, then, if you're ready, head right through the teleporter.
Boss 2
To kill this boss, you have to jump up and hit a bomb while you're going up. If you hit it while you're going down, you might not be blue and it could hurt you. Any bombs that hit the ground make a huge fireball you can't always jump over, so try to stay ahead of them. Oh, and dodge the bullets. When you get a bomb to hit the boss, it falls to the ground. Hammer away at it with your quills until it gets back up. Repeat (about 4x) until it dies. This may take more than one try.
The final area
Temple
Grab Memory 31 (yes, that's right, 31 out of 30) and head right. Climb all the way up to the temple at the top. Activate it.
Bad Ending
Temple
Just step into the light and press Up.
Good Ending
Temple
Go back down to the bottom. Watch out; there's a lot more enemies now. Go into the little hole.
Ancestor Shield
Do not jump on the rising platforms; this will bring you back to the temple. Go down. You'll find four large statues, with a gem stand at the base of each. Activate them all. Climb back up to the top. The platform doesn't work now, so go back out the door.
Temple
Climb back up to the temple, step into the light, and press Up. Congratulations.
Health Powerups
There are 4 health powerups to be found in the game.
Found just inside the bottom cave in Kuriirit. Can't see how you'd miss this one.
In Untapped Potential, you can clear the big spiked wall with doublejump. This one's just on the other side.
In Hubris, just off the dangerous room on the left, behind a Quill 2 breakable wall.
Above Alter Ego, and you need Quills 2 to get it. Access from Da Capo or Worldly Ruminations.
Badges
Push the button, Frank!
Push the button by the Quill 1 powerup at the very start.
Recover X memories to unlock this.
Just find the memories. The locations of all memories are in the main story walkthrough.
Complete the game at least once to unlock this.
Finish the game with either ending.
Beat the game with the most difficult ending to unlock this.
Finish the game with the Good ending.
Be careful, I animate!
Beat the first boss.
Emo-spike didn't save you, after all.
Beat the final boss.
You need to find X gems to unlock this.
Find the gems. This is a necessary part of the good ending, and is detailed in the main story walkthrough.
Complete the game in 50 minutes to unlock this.
Exactly what it says in the name. A way to finish faster:
After getting the glide powerup and the other memories in that room, hit ESC and return to the beginning, then continue right as if you just climbed out of the hole. Then, when you get the Quill II powerup, keep going down and grab the memory you missed, the crystal podium, the soul gem (and the two health powerups). Escape by the same way, grab the soul gem, crystal podium and memories in the first area. Now head right, grabbing the health powerup at the top of Alter Ego, the speed powerup, memory and soul gem in Serve No More, and then the final crystal podium.
Boing boing boing boing!
Bounce off 20 enemies in a row. You need the Speed powerup to bounce off enemies. A good place to do this is:
the forcefield/bouncing obstacle in Skim The Sky, but make sure you keep moving back and forth, or you won't stay blue.
Them Kalevala defenses, they ain't too smart...
Get an enemy to kill itself. Enemies are not hurt by spikes, green ooze or their own bullets. Although mines do kill them, that doesn't count for some reason. The only way to do this is:
lava. There's some at the bottom of the Passage area, along with one of those things that always hops at you. You figure it out.
Glide over the lava and let it jump at you.
Eat your Wheaties! Find all the health powerups.
Find all 4 health powerups, detailed above.
It's a secret!
No really, it's a secret.
You want to find this on your own...
Fine. There's a secret passage in the upper right of the room where you fought the first boss. Go in there and talk to the penguin.
Ouch! Make it stop! Well, okay, maybe just one more time...
Finish the game without taking any health powerups (with max hit points 2)
I think the Ancestors are just mess'n with my head, now.
Flip the switch mentioned earlier in Kuriirit. Drop into the bouncing-on-enemies trap in Skim the Sky. Go down the newly-revealed secret passage. First room: huge multi-enemy trap! Second room: Same! Fight your way through them somehow. Hint: you have to kill all enemies to progress, including the grey orb things. Find out what you came down here for to get the badge.
Secrets (Fun Facts)
I recommend you try and find these for yourself...
In the cave in Da Capo, there is a secret passage up on the back wall behind the switch that opens the big white gate.
In Worldly Ruminations, there is an area right by the upper door with a stationary shooting robot over a platform with a memory, over spikes. Land on the spikes directly below the platform, and you'll fall through.
In Modus Operandi, land on the big floating platform at the end of the level.
At the top of the mountain in Kuriirit; you'll need doublejump to get here.
Right after the bouncing force field trap in Skim the Sky, jump up on the overhanging ledge.
At the start of Purpose, jump over the pit and climb up the other side.
Jump over the teleporter at the end of Purpose. A long secret passage leads to the final secret.
Posted by: chaos39 | July 17, 2011 7:53 PM