Pirate Ship
Leave the city and go back to the Ryoshima Coast. Before we board the ship, Okami needs to be upgraded with some new moves. The upgrades will come from the Dojo which is on an island that is just west of the shipwreck (check your map). Swim out there.
In the Dojo you must learn the following moves:
- Holy Eagle to Double Jump: The classic and much needed double jump.
- Diggin Champ: This lets Okami dig through stone.
After learning them, swim back to the beach and go to that thin peninsula that points right to the ship. Double jump up onto the wooden platform that is located at the end of it. While on the wooden platform, draw a moon in the sky. The tides will recede.
Swim out to the pirate ship. The water stops in a surreal Ten Commandments sort of way. Just believe it and run up to the pirate ship. Jump up and into the hard to miss, glowing spot.
There is a cursed door – which I think looks pretty. Rao shows up. Then Issun and Okami talk about boobs. They look at her breasts. Why does Okami care? As a wolf doesn’t she have eight of them?
This time it was the Water Dragon at fault for sinking the ship – not the mist. Roa says she can use her prayer slips to open the doors, so we carry her around on our back.
Move up the stairs and draw a line from Roa’s prayer slips to the ghosts. In the next room, jump down and start opening treasure chests. If a hand comes out of one, shoot it too with the slips.
From the treasure floor go through the next open door and past a hall with all the shooting darts – which is standard on ships these days.
In the next room, Okami is attacked by crabs. Attack them with the prayer papers until their shells are gone. Then, attack in whatever way you feel most comfortable.
Continue through to the next doorway, cross the gold checkpoint gate, and then use the papers to unlock the door. The next room has an open hole to the sky and Rao asks “Isn’t it beautiful?” Then, Issun says there is a scale that is unbalanced and makes a really bad pun “That’s what I call an unbalanced balance.” What he should have said is “This mechanism is a lot like our friend Rao, top heavy.” (Capcom, you can use it if you want)
Anyway, draw a sun in the sky and the ship will flood, giving you access to other parts of the ship. Return to the room with the huge pile of bones. Two crabs are back and join together to make a shark. Don’t worry, you read that right. Fight the shark by hitting it with the prayer papers. Also equip some form of bead as a secondary weapon and you can shoot it from afar by hitting the triangle button. If it flies up in the air, just jump out of the way.
Backtrack through the spike room, and return to the now flooded treasure room. Swim over to the giant floating barrel. Jump on it and onto the upper deck where a golden checkpoint is. Jump down and swim past the cannon and in through the hallway behind it. Shoot down any ghosts.
Swim into the large flooded room that has the huge green hands. Hulk Smash! The camera will focus on the barrel. Brush slash it down. Jump onto the barrel and lumberjack roll it to the glowing hooks at the north end of the room. If you fall, swim back to the ramp. The hands will pick you up; quickly jump off of them because they will pull you under if you stay on there too long.
Get back to the ramp. Run east across the bridge. The hands will make the gestures “peace” and the bottom half of “the shocker.” Jump over or duck where appropriate. Those hands are so surreal/cool that it justified my purchase of this game.
Run around the ramp to the room that has the sky light in it. Jump down into the room and instead of a sun, draw a moon to lower the water. Because the barrel was connected to the chain, the balance will pull the other side up. Thus, giving you a way to reach the upper part of the room. Jump up there and return to the room that used to have the green hands. The hands were controlled by a giant green monster. Well now it is a puddle. Don’t touch him though, he will hurt you. Roll the spiked barrel over him for praise.
Run out of this room heading southwest towards the room with the giant cannon. Jump on it to control the trajectory. Draw a bomb on the flashing indicator to fire it. Destroy the boxes by drawing bombs and pointing the cannon. The middle box hides a pearl. The lowest box hides the key. Use said key on the lock jaw.
Run up the stairs and unlock the curse door. Notice the ghost of Crimson Helm floats about you. Through the door is another treasure room. Make sure to get the “Lucky Mallet.”
Dear reader: Hi this is Chris, the author of the FAQ that you are reading right now. I want to let you know that in the following paragraph I transcribed exactly what happens. I did not leave anything out. The gaps in sequential narrative structure, cinematography, and all out logic are purely the fault of the Okami designers. Please keep that in mind when you read this and watch it. Again, if this does not make sense, it is not my fault.
Cinematic: The ship fills back in and we are swimming in the open ocean. Okami is doggy paddling back to land. Rao warns that the Water Dragon is coming. It attacks. Rao starts jumping ON THE WATER and UP A CLIFF. When you resume control of Okami, draw a lily pad. The Dragon will eat Okami and the screen goes blank. Okami is back on land?! The mallet jumps out and we have to follow it. Return to Rao’s house and talk to her. Rao tries to explain that we are just slow swimmers. She then says that the Fox Rods are not on the ship.
If it sounds like I was complaining about the previous cinematic it was not because of the content – it was because of the staging. I loved it vicariously because I was born into a life in which I will never, ever be chased from a sinking pirate ship by a totally sweet dragon.
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