Ancient GEO Base

## Enemies

* Wrecker
* Ghoul
* Scrapped Ghoul
* Wendigo
* Mole Mine

**Ancient GEO Base** is location in *Phoenotopia: Awakening*. It's the abandoned headquarters of the founder of the GEO Club, located in the Scorched Lands.

## Description

To access the base, the player has to enter an area in the western part of Scorched Lands labeled simply as "???". There, they can find a lone building containing ancient GEO banners and a single Wrecker. Near the building, there are a special kind of breakable rocks, that can only be broken by the Wrecker's ground pound attack or by the Wrecker's dying explosion, thus forcing the player to somehow trick the enemy into executing its attack above the rocks, or to kill it above them.

When done correctly, the Wrecker will create a huge hole in the ground, creating a passageway to the Ancient GEO Base.

The Base itself is a a system of underground rooms, reminiscent of a bunker. Paintings and Ancient GEO banners are found commonly, and many Ghouls wander the place. Notable rooms include: a vertical room with broken elevators, the Founder's office, the Wendigo Room and a library leading to a room with George's Journal.

## George's Journal

One of the rooms contains the founder's journal, in which a rhymed story about his travels with an alien written from a first-person perspective. It consists of five chapters.

#### Chapter 1

It's about George witnessing an alien ship arriving on Earth while he is camping. The alien who's described as "a shiny and bright creature with horns and limbs" invites George to join him on his journey throughout the galaxy and the founder gladly accepts the offer.

#### Chapter 2

It's about George and his alien friend visiting the planet of "Mole Dwarves" and exploring their underground city, while learning about them. It ends with them leaving the planet in search for other adventures.

#### Chapter 3

It's about the explorers visiting a land of fairies that sing curious songs and live among flowers and mushroom castles.The inhabitants mistake the visitors for divine beings. The chapter ends with them leaving the planet after staying twice as long.

#### Chapter 4

It's about them going diving on an ocean planet. While doing so, they get attacked by three-eyed, four-armed "Mantas" or "Rays". They scarcely make it back to their ship and leave the dangerous planet, ending the chapter.

#### Chapter 5

The final chapter is about the explorers deciding to visit a beach planet, only to see it overtaken by lava, poison gas and monsters. Before they leave, they notice a lone house on the shore and rescue a blue feline-like alien who tells them a story about how his vacation was ruined by the monsters attacking the beach. After dropping their new companion home, George decides to return home to eat something and says goodbye for now to his alien friend.

The whole journal also serves as a clue for solving the stone song puzzle blocking the way to an Energy Gem. Each location mentioned in the text has a corresponding painting hanging somewhere in the base. Some of the pictures hold painted musical notes behind them, that are revealed when the painting is hit and falls off of the wall. Blue, highlighted words in each chapter hint on what the player should look for in the paintings and when the notes are played in chronological order of the chapters, with the note corresponding to chapter three being played twice, as the word "twice" is highlighted in said chapter, the door blocking the gem will open.

## The Founder's office

The access the most important room in the location, the player firstly has to open one of the doors in the vertical room. In order to do that, they have to go into the room below said door, in the down right corner of the room. There they will a battery and two places to put it in. The first opens a door leading to the second one, and the second one opens the door that has to opened in order to reach the office. The player should put the battery in the first one, place a bomb behind it and wait on the other side of the door. The bomb will blast the battery to the other side, allowing the player to put it inside the second port.

This action opens a door with a broken puzzle and a GEO Golem telling Gail about the place and asking her to bring him 2 Projector Lenses to repair the puzzle.

The first lens can be found in a projector in the upper-right part of base. The machine has to be destroyed with a ranged weapon to access the trinket. The second lens is considerably harder to get, as it requires the player to face-off against a Wendigo. In the down-left corner of the vertical room there is a door leading to dark room where Wendigo resides and many deactivated Ghouls with glowing blue eyes can be found. The player has to destroy every glowing Ghoul, and the last one destroyed will drop the lens.

After collecting both, they can be given to the GEO golem, revealing a puzzle that requires the player to hit switches in order to create an image of a man and an alien in a spaceship, presumably George and his alien friend mentioned in his journal. Solving the puzzle will open a door, allowing the player to finally reach the founder's office. The office itself is a visibly damaged and abandoned room with ancient GEO banners and one of the Antique Pins on a table.

## Trivia

* The song "Ancient GEO" is the same as the song from the first dungeon in the flash game, Old Ruins.

 *Atai Region* | South Castella Bridge • Atai Town • Adar's House •
Rhodus Checkpoint • Oasis • Franway - Atai •
 *Daea Region* | Moonlight Ravine • Kingdom Bridge • Thomas's Laboratory •
Lake Laboratory • GEO Club • Antique Shop • The First Wall •
 *Cosette Region* | Wheat Road • Cosette Village • Pooki Farms • Far Beach •
 *Forbidden Lands* | Old Castles • The Last Wall • Scorched Lands ( **Ancient GEO Base** ) •
Mul Caves • Forgotten Teleporter • Ocean Cliffs • Aurantia ( Terrelum ) •
SPHERE ( Megalith Fields • Pristine City • E.D.E.N )