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~Quests~ |
Exploring Batsu Peak!
The world isn't a very big place, but there's alot of people who have an interest in it! Click below to find out how to complete the requirements for each character's quest. I reccomend following Kurapica first, and then anyone else in any order - in either case, I listed Kurapica's quest first, and it's walkthrough contains explanations on how to get to some of the key places on the island.
Kurapica |
Gon & Killua |
Leorio
The Zoldycks |
Irumi |
Miruki
Shizuku |
Sharnock |
Machi |
Ubogi
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~Kurapica~ |
Kurapica
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You'll meet Kurapica for the first time at the entrance to some ancient ruins on the mainland. To get there, you need to go up several flights of stairs, which you can find at the south end of the woods. Talk to him, and he'll introduce himself and ask you to accompany him into the ruins. Follow him in, and talk to him again - he'll repeat his request for you to follow him. Basically, follow him and talk to him every time he stops until he gets to his goal - a wall covered in carvings that are somehow meaningful to him.
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Kurapica will ask you a question. Choose the top response, and you'll both leave the cave together. (The bottom response will end your quest, which is not what you want!) As you leave the ruins, Kurapica will be randomly yelled at by an old man, who's no doubt angry about Kurapica's trespassing. Kurapica apologizes and asks you to meet him in town by the train station. If you do so, you'll have the opportunity to go to Greed Island. Talk to Kurapica and accept his invitation (top option) and you will get on a train to travel to the island. |
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Upon arrival on Greed Island, Kurapica will tell you that he needs a map. You can locate one in the bookstore on the north-eastern end of town (shown in the screencap) Talk to the girl behind the counter and she'll gladly surrender the map. Leave the store and Kurapica will open the map and dangle one of his chains over it, to find out where you need to go. You can move the chain across the map with the direction pad. Stop it over various landmarks - if it wiggles, then that's an important location. Get out of the map by pressing R, A, and B. |
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The place you need to go is west and south of the town - you'll cross the railroad tracks and enter a dark forest, where Kurapica will spy an old man relaxing in the grass. Walk up to the man to start a conversation between the two. The old man seems reluctant to tell Kurapica what he wants to know, but it appears that in the end, Kurapica comes away with some understanding, maybe an answer to one of his questions. In the conversation, the old man mentions a pyramid, which is where you now need to go. |
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Exit the forest and head back into town. At the northern end, you'll find a flight of stairs. Go up them and continue north, until you enter a new screen. You're now at the pyramid, which is your ticket to getting back to the mainland. You'll need to wander around until you hear a crowing sound. Once you hear that you can pinpoint it with your recording machine. Dig at the noises' source, and you'll uncover a hole, which you can jump into. The location of the hole changes depending on who you're with. |
Once you hop in the hole, you'll find yourself underground in some ruins. Wander around until you find a door - go in to discover the source of the noise. Kurapica will say a few more things, and the two of you will part ways, and you'll return to the mainland.
To the top
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~Gon & Killua~ |
Gon & Killua
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You'll find Gon and Killua hanging out on the east side of town, near the port. Talk to Gon, who will greet you happily (apparently you've met before ^^) and introduce you to Killua. Another of Gon's old acquaintances, an old ship captain, will wander over, and offer to take you to the Island. Gon and Killua happily accept, and go off to board the ship, telling you to follow if you want. You'll find the ship's captain just up the stairs and to the right a bit. Talk to him and choose the first option to get on board.
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Once on board, you'll meet up again with Gon and Killua. Head to the left of the screen and go up the stairs. Once outside in the open sea air, Gon and Killua will both agree that the mast looks like a terribly exciting place to bungee jump from. You'll automatically walk over to a sailor, who offers to let just *one* of you bungee. The lucky one will be selected by a game of Janken. If you choose the top option, Gon will win, and you'll get to see a cute cut-scene . The other two options are Killua's win and yours respectively.
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Sadly, if either you or Killua win, the ship captain will come over and put a stop to your childish shenanigans, and none of you will get to bungee. I always let Gon go, because he's just so darn cute! After his fun, you're free to wander around the ship. Take a moment to record the sound coming from the aft mast, because it's the only opportunity you'll have to capture that particular noise. After you do that, head back down the stairs and enter the far right-hand door. You'll be asked if you want to go to sleep. Choose yes (second option) And you'll be ushered to another cut-scene, and, eventually, the island.
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Neither Gon nor Killua is sure what to do now. The screen pans to a shop - go inside and talk to the girl behind the counter. She'll give you a pamphlet. Exit the store, and have Gon and Killua talk at you some more. The screen will pan to the hair parlor, which is where you should go next. Talk to the guy behind the counter, and he'll say more to you than usual, after which he'll offer to style your hair. Give him a yay or a nay on that, and exit his shop.
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Your next stop is the house surrounded for the most part by trees on the eastern end of town, just a bit south of the hair parlor. Go in there and you'll encounter the old woman whom you may or may not remember from Leorio's quest. She'll offer you some mysterious advice, and demand you pay her 10,000 Jenis for her information. Killua will try to smooth things over with sweet words and lavish compliments, but she doesn't buy it, and I guess Gon and Killua end up shelling out the 10,000.
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Head West out of town and up a few flights of stairs to get to the peaceful garden-like area. Gon will become excited over something or another, and run off happily. Killua will be rather irritated by this, but eventually forgets about it. They both eventually decide they haven't found what they're looking for - now it's your job to take them *everywhere* on the island - if you miss an area, you won't be able to get to the next cut-scene. Once you've walked over the entire island, return to town.
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The next cut scene will be the one with the drunken man (shown above) and will include Killua's revelation about the four cardinal compass directions. All I know is that he has a revelation, however. I don't know exactly what it is. After he's said his piece, exit town on the western end. You'll immediately move to another cut scene, where Killua notices the pyramid. He'll ask you what you think, and you'll be given two options - chose the second one, and head up to the pyramid and listen for the crow telling you where to dig. ^^
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To the top
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~Leorio~ |
Leorio
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You'll meet Leorio by a bench at the north-western end of town, just south of the north exit. He'll happily introduce himself, and take you to a nicer place to talk. After you've talked, you'll both begin walking, and soon you'll stumble upon an old woman, whom Leorio will talk to. She seems to offer him some advice, because he tells you to follow if you want and takes off. Follow him north to the train/bus station, and talk to him again. |
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He'll ask if you want to go to the island with him. Say yes (first answer) and go up the stairs to speak with the blue-haired man. He'll ask you if you want a train ticket, a bus ticket, or nothing. Select train (top choice), and Leorio will follow you into the station. |
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As you get off the train, Leorio will catch sight of an old acquaintance. It seems he hasn't seen Kurapica in some time, and he wonders what he's been up to. Follow Kurapica out of town, and through the wilds. |
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You'll catch up to him at the same lake you took him to on your first visit. He'll finally notice you and Leorio, and angrily demand to know why you were following him. Leorio is puzzled by his less-than-warm welcome, and is more than a little curious when Kurapica stomps off in a huff. Follow him, and you'll find him talking to the same old man as before, only this time you won't be able to hear what they say. |
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The old man will walk off, and Kurapica will watch him go, muttering audibly about what he's learned. He mentions the pyramid before he walks off, and that's your cue to follow. You won't see Kurapica again, but go ahead and make your way to the pyramid. You'll need to find where to dig - the hole will be in a different spot from before - listen for the crow. |
To the top
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~The Zoldycks~ |
Getting to the Zoldyck Mansion
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When you're ready for your next quest, head to the north part of town and speak with the man at the train station. He'll ask you if you want to take a bus tour. Say yes (first option) and he'll tell you to head over to the bus. Do so, and talk with the tour guide (the woman in yellow) and she'll ask you if you want to board. Say yes (again, first option) and she'll move aside and allow you to get on. |
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For some strange, unknown reason, the tour bus takes a pitstop right in front of the Zoldyck mansion, the place Killua was born and raised. Take the time to search out the three "X's" and dig up their pictures - you'll only have two opportunities to come out this way. Once you've found all three, talk to the man in the kiosk. He'll tell you to go away and leave him alone, but just keep talking to him. Eventually, he'll challenge you to an arm-wrestling match (a fun little musical mini-game) and allow you inside the mansion.
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Silver (Killua's father) will be most impressed that you've somehow managed to convince his guard to allow you in, and will decide you need some sort of test. He'll send one of his two older sons - Irumi or Miruki -along with you. You get to pick who to take, but you eventually have to go around with both of them, so it doesn't really matter which you choose.
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To the top
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~Irumi~ |
Irumi
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You'll arrive at the island with Irumi, who will promptly take off on his own and spend the rest of the day doing who knows what. When he returns, night has fallen. He decides it would be easiest to sleep in the woods, so that is where you sleep.
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Before Lights-out, Hisoka gives Irumi a call and tells him to go check out the northern mountain. Irumi says he'll do just that. Sleepy-sleepy time, then you wake up, it's the next day, and you're standing in the middle of the woods.
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Take Irumi up to the mountain (follow the stairs north of you up, and then continue north when you get to the next screen) and he'll figure out whatever it is he's supposed to know without help from anyone.
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That's it, you're done, take Irumi to the pyramid, listen for the crow, dig a hole, and head back to the mainland. ^^
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To the top
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~Miruki~ |
Miruki
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Upon arrival at Batsu Peak, Miruki decides to put his father's request to the side for the day and runs off to do who knows what (but I'll bet it has to do with food or computer software of some sort) By the time he finishes, it's dark, so he takes you to a hotel and rents a room.
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Once in the room, Miruki will get a phone call from Hisoka, who claims to have a secret. Ask him what his secret is (top option) and he'll tell you to check out the mountain in the north. After this, Miruki tells you he's going to bed, and asks if you are too. Tell him you're going to stay awake a bit longer (bottom option) and he'll bid you good night and go off to sleep, leaving you free to wander around the hotel room for your first (and only!) visit.
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Make good use of this opportunity to collect the sound coming from the corner of the southern-most room - it'll never present itself again! Once you've done that, you can head up to the northern room where the fancy carpet is and turn in (top option)
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The next morning, Miruki will tell you to take him to the mountain Hisoka mentioned. Do so by heading east out of the town and going north, following each path north until you get to darker colored plateaus. Climb the stairs and Miruki will follow, huffing and puffing. He'll look out over the mountain, consult his computer, and still remain baffled as to what the heck it is he's supposed to be doing.
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Head back down the mountain and Miruki will see a man standing by a building. You'll automatically walk over to him and Miruki will question him. The man will tell you to check out the pyramid, which you can then go do.
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To the top
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~Shizuku~ |
Shizuku
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To get to the Genei Ryodan quests, wander around the city on the mainland until you find Hisoka - he'll be in one of three places: On the very north-western end of the train station, on the very south-eastern part of the port, or on the little island where you can sell your fruit. Talk to him and select the top answer when he asks you a question. He'll take you to meet Kuroro and the Genei Ryodan. When you arrive on the island with Shizuku, she'll follow you for a bit, but will eventually announce that she's hungry, and going to go find a resteraunt.
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She'll tell you to meet her where she leaves you in an hours time, and walk off. You're free to do as you choose - fish, hunt, plant trees. A game hour is pretty short, so Shizuku will be back where she left you in about a minute or so. Now that she's full, she's looking for someone to answer her questions. Take her north and up the stairs, and you'll trigger a little cut scene.
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Shizuku will ask the girl you find there some questions, then decide for some reason to get Deme-chan, her vacuum cleaner, out. Deme-chan is no ordinary vacuum cleaner - it sucks any inanimate object that isn't nailed down into its mouth, and said object is never seen or heard from again. Once Deme-chan has eaten most of the litter, tables, big-screen TV's, etc., some guys will run up and tell her to cut that the heck out. She'll ask them some questions, and for some reason they oblige to answer her and tell her to go to the northern mountain.
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Take Shizuku up the mountain, and she'll get a call from Hisoka. He'll point her in the right direction, and she comes to some conclusion or another on her own. Once she's decided whatever, take her back down the mountain and to the pyramid, where you can then wander around until you hear the crow, dig a hole, and go back to the mainland.
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To the top
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