Walkthrough - Guide for Child of Light

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--------------------------CHILD OF LIGHT WALKTHROUGH---------------------------

Game: Child of Light
Systems: Nintendo Wii U, Sony Playstations 3 and 4 and Vita, Microsoft Xboxes
         360 and One, PC

Author: Steve Edwards
Contact: [email protected]

Current Version 1.00
Submitted on 06/15/14

Original Version 0.80
Submitted on: 06/12/14

This guide is the copyrighted property of Steve Edwards.

Licenced for use on GameFAQs.com, neoseeker.com, cheatcc.com, and 

                              TABLE OF CONTENTS                                

You can use this index to magically jump to whatever section you are looking 
for by taking note of the corresponding bracketed number and using CTRL-F to 
find the next instance of that number. Miracles everywhere.

1.  Introduction..........................................................[100]
    Frequently Asked Questions............................................[101]

2.  Game Notes............................................................[200]
    RPG Basics............................................................[201]

3.  Chapter 1 - The Girl and the Firefly..................................[300]

4.  Chapter 2 - The Queen of Light........................................[400]

5.  Chapter 3 - Into the West.............................................[500]

6.  Chapter 4 - The Deep Dark Well........................................[600]

7.  Chapter 5 - An Unexpected Reunion.....................................[700]

8.  Chapter 6 - Of Mice and Magma.........................................[800]

9.  Chapter 7 - The Duke and Duchess......................................[900]

10. Chapter 8 - The Highest of the High..................................[1000]

11. Chapter 9 - The Piscean and the Ogre.................................[1100]

12. Chapter 10 - The Lowest of the Low...................................[1200]

13. Version History and Contact Info.....................................[1300]


Hello reader and welcome to this Child of Light walkthrough. This is the place
to be if you are looking for help in progressing through this game, or looking 
for an obscure collectible, or you just want some information. Whatever it is 
that you are looking for, I hope this guide is helpful. Child of Light is a
game that is like a dream, and now it is a dream that we have shared.

Below this introduction you will find several sections of more focussed 
information about this game. First off there are a series of fictitious 
FREQUENTLY ASKED QUESTIONS that I have included as a rhetorical device for 
explaining some introductory things about the game. The section on GAME NOTES 
goes into greater detail on the different SYSTEMS and ITEMS and COMBAT
MECHANICS and things of that nature. I would also point out that some of that 
information is contained within the MANUAL that surely comes with this game.

The bulk of this guide is a standard WALKTHROUGH to take you through the 
CHAPTERS of the story, focussing on progression goals, pointing out the 
locations of collectibles, analyses of enemies and bosses, and helping you 
navigate any tricky puzzles or paths. If you stick with my advice, I'll have 
you through this game in no time at all.


a. What is 'Child of Light'?
Child of Light is a video game that was developed by UBISOFT and released on
April 29 2014. It is available across most of the current gaming platforms 
and as far as I know it is only distributed digitally. The game is not part of
any franchise or series, but is rather a fresh and light 2-D adventure and 
role-playing game (RPG). It has a whimsical visual and narrative style that 
looks more like something from an illustrated fairy tale than a video game, and
its combat system is distinctive as well. 

b. What's this game about? What's the story? Who are the characters?
The protagonist and player character in this game is a little girl named 
AURORA. She's a princess (or a duchess or something) in the Austro-Hungarian
Empire at the end of the 19th century. But in the opening scene her mother dies
and so does Aurora... or does she? She may be dead to the real world, but
Aurora wakes up in a dream world and is told that she can get home by restoring
the SUN and the MOON and the STARS and fighting the forces of the DARK QUEEN 
and do other mythical things. Aurora journeys through an enchanted land called
LEMURIA and meets many new friends and they all help each other find the way

c. Is this a game for little girls?
This is a game that can be played by anyone. Well... actually a large part of 
the typical video game audience probably won't enjoy a game where they play
as a fairy princess, but anyone who can get past that will find an enjoyable 
game. It is a sort of 'RPG-lite' experience that is good for introducing this 
genre to new players, and it can be quite simple, but it has a charming style 
and can be enjoyed by everyone. As for little girls specifically, the story 
does involve dealing with the death, so it may not be for REALLY young girls.

d. Is this game easy or difficult?
This game has two difficulty levels: easy and difficult. I think they used to
be labelled as being for RPG novices and experts. The difficult mode just makes
the combat more difficult. Almost all of the challenge in the game comes from 
the combat, which even on easy mode requires some skill... for the bosses at
least. The combat system is a little faster and more complicated than a typical
role playing game, but once you get used to the CASTING system and INTERRUPTS 
the appropriate SPECIAL ABILITIES to use on the different enemies you'll 
probably be totally safe and maybe bored with the combat.

e. Does this game have multiplayer?
There is a very limited second-player helper option. The second player takes 
over the helper character that would otherwise be controlled by the second
thumbstick. This helper character has limited but useful things it can do: 
healing, collecting items, slowing enemies, and solving puzzles. I think having
a second person take over these functions is intended as a way to make this 
game a sort of 'daughter's first RPG' for gamer dads to get their girls
interested and experienced in the conventions of this obtuse but rewarding 

f. What is up with the dialogue in this game?
Most of the dialogue in this game is made to rhyme. This has two effects: it 
makes the game seem more like a fairy tale, and it also awkwardly constrains 
how information is conveyed to the player. Whether or not you find the rhyming
humorous or grating, there will be times that the style is interfering with 
your understanding of what is being said. Another factor that I suspect is 
compounding this problem is that this game was made in french Canada and thus 
it is being translated from awkwardly rhyming French. I don't know if that's 
actually true and anyways I'm exaggerating the size of the issue.

g. Is the game any good?
I liked it, and so did some reviewers. 

h. What are the differences between versions?
The WiiU version doesn't get achievements or DLC. I think that's pretty much
it. Speaking of the dlc, I'm noticing on STEAM that they are actually selling
oculi for real money.

Please don't buy oculi for real money. 

Or Stardust.

i. How do I read this guide?
If you’re looking for tips for a certain level, check the table of contents to 
find what you’re looking for, and then get that bracketed number [xxx] and 
search for it [ctrl-f] to skip to that spot. 

If there is an important TERM or SYSTEM you need to know about that I'm just
introducing I will probably CAPITALIZE it to draw it to your attention.

2.  GAME NOTES [200]

Here is a basic overview of some of the different game systems and standard
role-playing-game tips. Mostly this stuff is intended to help players new to
the genre. I would also remind anyone needing info on this subjects that even
though this game is distributed digitally that it does come with an instuction
menu that covers these things and more. For instance, the manual will probably 
help you with controls and button layouts, which is a subject I will not be
touching since this game is on every platform under the sun.

ROLE PLAYING GAME BASICS                                                  [201]


This game is a ROLE PLAYING SIDE SCROLLING ADVENTURE GAME... or something like
that. What I'm trying to say is that this game has a story and puts you in the
role of the protagonist. To play this game you have to follow and complete the
story. This involves reading some (stilted) dialogue and travelling across the
game world to get to the next area that will trigger an event that progresses 
the story. 

This game has a very handy feature that always tells you where you have to go
to advance the story. Just open up the PAUSE MENU and there will be an annoying
couplet telling you where you're supposed to go.


Quests are only a very minor part of this game, but they work a lot like they
do in other RPGs. Sometimes in the world you will see a NON-PLAYER PLAYER with
a yellow exclamation point over their head. Talking to these guys will get you 
a little mission you can do to get some extra items. Your party members when 
they join also bring quests with them. I don't think you have to do these if
you don't want to. There will be an item in your inventory to remind you of all
of the quests you pick up.


STATS are another RPG mainstay. They are the categories and numbers that 
indicate how powerful your character is. The more stats you have, the better.
Your stats increase every time you gain a LEVEL or use special items called 

There are like 10 different kinds of stats in this game:
HITPOINTS (HP) are an indicator of your HEALTH. If you take DAMAGE from an
enemy or an environmetal hazard, your current health will drop down from your
total health. If your health gets down to 0 your character falls in battle 
(and if your whole party falls you get a GAME OVER and you have to try again
from the last AUTOSAVE). You can recover hp using items or healing magic or
WISHES or your FIREFLY companion.

MAGIC POINTS (MP) are an indicator of how much magic you can use. Since you are
in a fantasy land, naturally you can use offensive magic to DAMAGE enemies and
you can also use magic to BUFF your characters. Each magic spell has an mp cost
that gets subtracted from your current mp, and if you don't have enough mp for
a spell then you can't use it.

ATTACK is an indicator of how much DAMAGE you will inflict on an enemy when you
use PHYSICAL ATTACKS. MAGIC POWER is a similar stat that indicates how powerful
your MAGIC ATTACKS are. You also have DEFENSE and MAGIC DEFENSE for how much
damage you take from enemy's physical and magic attacks. Your enemies all have
stats as well, though they are hidden from you. If you ever find that your
physical attacks aren't damaging a certain type of enemy as well as they 
damage other enemies, you can surmise that enemy type has a high defense stat 
and that you should try something different.

You also have stats for how often you can DODGE incoming attacks, how often 
your attacks go CRITCAL (do extra damage) and how FAST you are. Having a lot
of speed allows you to attack more often in battle, and that can really turn
the tide in a fight. I'll cover SPEED more in the TIMELINE and STATUS EFFECTS


LEVELS are an indication of how powerful your character is and how they are 
progressing. Defeating enemies in battle gets your character EXPERIENCE POINTS,
and accumulating enough of these gets your character a LEVEL UP. Level ups come
with an increase in stats, so fighting lots of battles directly contributes to
making your character more powerful. Level ups also come with a SKILL POINT
you can spend in the SKILLS MENU to customize your character.

Skills let you have a degree of influence over how your character grows. You 
can learns new ABILITIES through skills, or get stat increases, or improve 
abilities you already have. You have a lot of choice here. At the beginning of
the game you can afford to get a little bit of every skill tree. Later on 
you'll realize that you don't have enough skill points for everything and 
you'll probably want to just pick a tree you find to be the most useful and 
just complete that one.


These are your 'moves' or 'actions' you can use in battle. Whenever your TURN
comes up in battle, you will have a number of options in what you can do. You 
can USE ITEMS. You can FLEE. You can SWITCH PARTY MEMBERS if you have another
character to sub in. You also have an ACT option which opens up another level
of choices of action. These are all of your characters abilities. These are
native abilities to the specific characters, and they can also learn more 
through SKILLS. All charaters have a DEFEND option to lesson the damage they 
take and hurry their next turn. They also all have a standard PHYSICAL ATTACK.
Your other abilities are quite varied and sometimes useful. There are MAGIC
Try an explore all your abilities and make use of them to defeat your foes.


In role playing games the combat is abstracted and slowed down to give the 
player plenty of time to consider which move is the right move. You and your
enemies are all given a SPEED STAT that contributes to how often you can act
during battle. In this game, turn order is represented on a meter called the
TIMELINE. Different characters move at different speeds along this line, and 
different moves are performed at different speeds as well. The timeline is 
divided towards the right side by a line that represents when an action is 
chosen. Moves are selected at this point and they are executed when that 
character gets to the right side of timeline. If a character is injured between
these two points then their action is INTERUPTED and they are KNOCKED BACK
down the timeline.

Interupting foes is usually a good way to attack enemies while preventing them
from attacking you, but some enemies will COUNTER INTERUPTS, and so you might
be better off leaving them alone while they cast. If you get to the casting 
point on the timeline with a few enemies ahead of you, you are vulnerable to
being interupted yourself and you would probably be better off DEFENDING for a
turn. Defend acts instantly and it makes your next turn come up quickly.

There are many ways to influence the timeline in this game. There are status
effects that can make you or your enemies move faster or slower. Before battle
even starts, you can get ahead or fall behind on the timeline depending on 
how the battle is initiated. Try to sneak up on enemies from behind. Also your
firefly companion can slow enemies down for you. Make use of his help to get
lots of interupts on your foes.


Battles are not just about brute strength. They are often more like a puzzle 
to work out turns and enemy weaknesses. Enemies may be weaker to magic attacks
than physical attacks, for instance, and most enemies have an ELEMENT they are
most VULNERABLE to. You can customize your characters weapons with different
elements to take advantage of elemental weaknesses. 

ITEMS in this game are very plentiful and super powerful. They can really turn
the tide of battle. STATUS EFFECTS like HASTE, SLOW, or PARALYZE are also 
incredibly useful and they work 100% of the time. 

There are also some basic tips for rpg battles that new players should know.
When you are facing multiple opponents, you are going to be attacked and 
interuptted much more often, so it is a good idea to make your first goal in
any battle to identify weak enemies and eliminate them first. Boss enemies 
usually come into battle with two weaker companions; you should take care of
both of them before even touching the boss. Use all of your strongest offensive
spells immediately to take these weak foes down quickly, before their numbers
overwhelm you.


In this game you have a magical helper named IGGY THE FIREFLY. He has a whole
bunch of helpful things he can do that you should understand and exploit. 
Probably the most useful thing he can do in battle is to slow down enemies,
which lets you run the timeline the way you like. He has a power meter that
drains as he does this, so you can't do this indefinitely. But all battles also
have WISHES in them that will replenish this meter and also heal your HP and
MP, and FF can get these while you are deciding on an action. He can also heal
you too. Outside of battle he can do a half dozen other things. He's really
very useful and you should definitely exploit this unfair advantage you have 
over all of your opponents.

OCULI                                                                     [202]

Can equip oculi to weapon, armor, and as a charm. The same oculi will have 
different effects in each place, but they are the same across all the 

Crafting oculi is something you can do as soon as you obtain a couple oculi 
you aren't using. The TIP shows you the basic patterns. There are 4 TIERS of
oculi: ROUGH, TUMBLED, and FACETED, and BRILLIANT and the higher tiered 
versions all have the same effect as their lower tier counterparts. You don't 
need to worry about oculi too much if you're not a hardcore stat master. You 
can Just equip a skill that your character could benefit from: e.g. give magic
using characters oculi that boost magic, and when you have a lot of oculi you 
can open up the CRAFT option and mess around with it to see what comes out.

Here are the different types of oculi:

sapphire (blue)
ruby (red)
emerald (green)

tourmaline (cyan)
amethyst (purple)
citrine (orange)

diamond (grey)
onix (black)
spinel (gold)

One very helpful thing that oculi can do is give your weapons an ELEMENT. 
Different enemy types are weak to different elements, so it is nice if you can
do extra damage with your physical attacks. Sapphires are water elements and
are super effective against fire. Rubies are fire and super effective against
earth. Green is lightning and is super effective against water. Citrine is 
also light I think and that is usually effective against undead and dark foes.

The onix oculi don't show up until near the end of the game, and I don't think
you can craft them earlier because I'm pretty sure I tried the combination that
makes them long beforehand and got nothing. Anyhoo, I think the only way to
make spinels is by crafting with onixs and diamonds, but I could be mistaken 
about that. 

And apparently there is something called a PRINCESS STONE that needs a whole
bunch of crafting to make. I bet it's really nice.

COLLECTIBLES                                                              [203]

There are four types of things for you to collect in this game. The first, 
covered in the section above, is oculi. The second is ITEMS. These can be used
in or out of battle and they are mostly useless and you will accumulate a huge
pile of them that you can't sell because this game doesn't have any currency
or economy to speak of (and isn't that a nice change). I only include these
as 'collectibles' because at the end of the game a counter will come up to tell
you how many of the 'coffers' (treasure chests) you found in each area. If
you are the kind of person who cares about collecting useless items to fill up
a counter, I have to disappoint you and say that I'm not going to bother
listing the locations of every coffer in this game. Best of luck to you in your

The third collectibles are called STARDUSTS. They are powerups that are hidden
around the world and you can use them on a character to get a permanent STAT
BOOST. These are actually useful so I will be pointing out their locations in
the walkthrough. Unfortunately for you when I finished the game it turned out
that I only found 31/40 of these things... so you're on your own for the other

The final collectibles are called CONFESSIONS. These are little slips of paper
that contain INDECIPHERABLE LORE. Well... maybe it's decipherable, but I 
haven't sat down and made sense of it yet. Feel free. I'll be pointing out the 
locations of these things as we go along, but for the sake of convenience I'll 
just list them here since there are only 16.

#1  - Chapter 3 - Very beginning. Fly up from exit of the monastery
#5  - Chapter 3 - After the ogre battle. Fly up.
#8  - Chapter 3 - Left of the big trunk of the Tree of Thorns
#3  - Chapter 4 - Above the head of a statue in the Capilli Village Well
#6  - Chapter 4 - Above the caves left of Capilli Village, blowin' in the wind
#7  - Chapter 5 - Just left of the beginning of the Plains of Rambert
#2  - Chapter 5 - Down in a cavern in the Plains
#9  - Chapter 6 - Inside Magna just below the main spider chamber
#15 - Chapter 7 - On the left side of the floating islands area
#10 - Chapter 7 - Above the magic mirror in the moon temple 
#4  - Chapter 8 - Fly up after getting out of the dungeon cell
#14 - Chapter 8 - Fly up after the boss battle
#11 - Chapter 9 - Outside of the temple, fly up into the wind
#13 - Chapter 10 - In the water temple. It's kind of a little ways inside.
#16 - Chapter 10 - Above the miniboss at the end of the water temple
#12 - Chapter 10 - In the Sun Temple room that's full of poison gas.

3. WALKTHROUGH - CHAPTER 1 - THE GIRL AND THE FIREFLY                     [300] 

The game begins with an introductory video of AURORA'S life and legend, and
how as the CHILD OF LIGHT she is destined to recover the ELEMENTS OF HARMONY
that were stolen by the evil NIGHTMARE MOON. Oops, no... that's the story
from My Little Pony. It's pretty much the same though.

So when the game starts and you are given control of Aurora, she wakes up in
a magical land that she believes to be a dream she has to wake up from. You 
find yourself at the ALTAR OF MAHTHILDIS and you count yourself lucky that you 
don't have to spell that out yourself.

The first thing you should do when you start a game like this is get a good
sense of your character. In the old table-top RPGs you would be making your
own character and assigning all of their stats... but Aurora is already formed
and so it would be prudent of you to look up her STATS yourself. You should 
take note of the upper-left side of the main screen and notice that Aurora has
a HIT POINT counter and a MAGIC POINT counter and is at LEVEL 1. Her stats 
right now are really low, like 14hp and 6mp, but in this game's economy 6mp is
enough for a single MAGIC SPELL and those spells are really powerful.

If you pause the game and bring up the MENU you will be presented with many 
avenues for finding out more about Aurora. Selecting PARTY will allow you to
bring up her STAT SHEET and take note that she has a lot of small numbers and
room to grow. The SKILL screen will give you an idea of how this character 
will grow and how you will be able to shape her, and you will also notice that
she comes with two abilities: DEFEND and SLASH. Since Aurora doesn't have 
claws, you would be safe in assuming that the word 'slash' suggests that she
will be obtaining a SWORD in short order.

There are a couple of other menu options that won't be especially useful to
you just yet. The OCULI page shows another potential customization option. The
INVENTORY is empty and so is the mysterious 'CONFESSIONS' page. The MAP OF
LEMURIA option is whited out... but it is still telling you that you are in
a place called LEMURIA, so that's something. That's all the info you can parse
out of the menu screen for right now. If you need more information on the menu
later please consult the GAME NOTES section.

Perhaps it is time we started playing. Oh! But there is one more thing in the
menu screen that is really more useful than anything else: the directions on
where to go and what to do!

Wander the forest floor, 
This dream world to explore 

Set yourself a'wanderin'. Take note of OBJECTS you can INTERACT with, like the
signpost that tells you to go 'right to the OLD MONASTERY'. There is a block
you'll have to push so you can jump on it to clear a ledge. Did you know that
you can jump? You can jump. Hoppity hoppity ho. 

Going all the way to the right leads to a dead end. Turn around when you see 
a wolf and go left and you will be able to get on a branching path that is 
sort of hard to distinguish from the background. Hop up into the tree and 
follow the new path right until some music and words pop up and the game
AUTOSAVES, all in suggesting that something is about to happen.

You meet a blue flame named 'FIREFLY,' though you can see on the menu screen
that his name is IGNICULUS. In this guide I will be abbreviating his name as FF
because writing out IGNICULUS hundreds of times would be a pain. FF says that 
he has been looking for you and that he's going to take you to see a SEER. You
have a new objective:

Reach the Seer waiting with starlit eyes, 
A way out of the dream world she will surmise

Let's learn about FF and what he can do. He's not a party member. He's more of
a cute little animal helper type with some very useful special abilities. He
can move independently of Aurora but has to stick to the same screen. He can
ILLUMINATE areas and in battle he can HEAL you or SLOW enemies. 
Very nice stuff.

He also introduces you to WISHES, which are a nice way to replenish HP and MP
between and during battles.

So let's get back to moving right, because that's what good 2D video game 
characters do. Before you get to the first wish plant you can fall into a pit
and go left to find a CHEST with a HEALING TONIC. You can't fall to death in
this game so you should make a habit of probing nooks and crannies to find 
items, especially at this stage of the game where you are weak and may have 
need of them.

Get back on the path and travel right until you reach an orange tree with a 
big door and lots of symbols about attesting to its importance. Interacting
with the door gets you some dialogue and reveals to you that you must use FF's
glow to project the symbols onto the correct spots over the door in order to
open it.

Inside the tree is a statue and a voice. You receive the SWORD OF MAHTHILDIS
and are launched into your first battle. Check out my GAME NOTES section for
more detailed information on how battle works, but for now you can take note of
how battle turns rush along a TIMELINE but that when your TURN comes around 
everything stops and you can take your time and figure out what you have to do.
You can check out different options you have for ACTING or DEFENDING or USING
ITEMS. You can even move FF around to SLOW enemies or HEAL yourself. He has a 
blue POWER METER to keep track of what he can do.

This battle should be pretty straightforward. Use your slash attack to take 
down your enemy with only two hits. You can learn about timelines and INTERUPTS
later. Oh, and here's a good piece of advice for RPG newbies: when you're in a 
battle with multiple foes, focus on taking them down one at a time so as to 
reduce the number of foes attacking you. And use your best offensive spells
early on to reduce your enemy count that much faster. The best defense is a 
good offense.

When the battle is over you will get 50 EXPERIENCE POINTS, which is just shy 
of the amount you need to LEVEL UP. Your first priority should be to head right
and find some more baddies to experience. You should also become aware of 
SURPRISE STRIKES, which allow you to go first in battle if you contact a foe
from behind, and conversely you want to avoid being AMBUSHED.

Your first LEVEL UP gives you some STAT GROWTH and a SKILL POINT that you can 
use to start upgrading Aurora. She has three SKILL PATHS you can follow, and 
that means three options for this first point. You can either increase Aurora's
MAGIC POWER, or get one of two LIGHT MAGIC SPELLS. I hope you realized that the
magic power boost is useless without first having a spell. It doesn't really 
matter whether you choose STARLIGHT or LIGHT RAY. The latter is more powerful 
but costs more MP and is slower to cast. And they lead up different trees so if
you want you can plan ahead and get access to later skills more quickly. It's 
up to you to choose and there aren't big penalties to choosing wrong, since 
you'll be leveling up a lot in the next few areas.

At level two you can ONE HIT KNOCK OUT (OHKO) those bug enemies and that will
make fights with them much smoother. Getting up to level 3 should be no trouble
at all.

Let's see... there's a chest in this area with a HEALING TONIC. If you ever 
hear a sort of ringing noise: that is an indication that there is a powerup
nearby that you should look for. There is a DEF STARDUST on a hidden path
just to the right of the house, for instance, and there will be many more of 
these in the future for you to look for.

If you go right you'll eventually reach a dark cave and you'll want to use FF 
to light the place up. There's a chest in here with a Magic Potion. On the 
other side of the cave there is a raven sitting on a carriage, and somewhere 
around this point the game moves into CHAPTER TWO for some reason... so... 
I'll see you on the other side.

4. WALKTHROUGH - CHAPTER 2 - THE QUEEN OF LIGHT                           [400] 

Keep going right and you'll come across a new enemy: a wispy ghost lady. These
ghosts have between 15 and 20 Hitpoints and they are vulnerable to light, so
do yourself a favor and magic them away.

After this fight you should look for a chest in a tree that contains your first
OCULI. These are things you can use to augment your party members. One very 
nice thing you can do with them is to give your weapons an ELEMENT so as to do
more damage to enemies that are vulnerable to that element. I would strongly 
suggest that you 'mount' this RUBY OCULI onto your sword to give it some 
FIREPOWER that many enemies in this area are weak to.

Go into the dark castle and you'll be quickly confronted by a new scary enemy.
There is also a chest with a FIREFLY ELIXER in here. Take the upper path until
you come to a locked door with a crate and a switch up above and out of reach.
Yup, it's a puzzle. Push the crate left into place to get up onto the ledge.
Find a door and go inside a pipe steamwork place. You are given some vague 
instructions that are supposed to direct you into using FF to light up the 
blue spots to move platforms. 

Push the crate right and climb the ledge until you reach the first switch. The
switch activates a new moving platform to get up to the door out of this area,
but you need to bring a crate up there to weigh down the button that opens the 

After you exit the piperoom you will find a blue thing that you can light up
to get a SAPPHIRE OCULI. Flip the switch to open the door and you'll meet a
'lady behind glass' and what looks suspiciously like another puzzle. This time
there are four colored 'lenses' that can be rotated using a switch, and up 
above them there are 3 colored crystals. Your task is to use FF to project 
light through the lenses and onto the 3 colored crystals. This will break the
stained glass in the background, but it also triggers a difficult boss fight,
so before finishing this puzzle you might want to retreat and go grind a level
or two. I was at Lvl 5 for this fight but I would suggest lvl 6 would be 

HP: 50-55
Weak: Light
Recommended lvl: 6

Two headless statues attack you and they are tough foes and they attack twice
as often as you do on your lonesome. These guys can totally kill you. On the
other hand, they are also vulnerable to light and that is exactly the sort of 
magic that you have. I suggest that you use light magic to kill one of them
posthaste. These guys have like 51 - 55 hitpoints and your light magic is only
doing 20-30 damage so it is going to take a couple of rounds to kill even one
of them.

Winning this battle nets you a MAGIC STARDUST that you can use to get a 
permanent +3 Magicpower. I suggest using all of these permanent stat increases
on Aurora ASAP, since it is my opinion that your main character in RPGs is the
most important and that you should work on both covering their weaknesses and
leveraging their strengths. If you are more concerned with minmaxing stats or
whatnot, feel free to give this item to someone else.

So you get to meet the Seer and she shows you a vision and tells you about your
grand destiny and how your only way home is to recover the SUN and STARS and 
MOON and there is something said about the 'highest and lowest rooms' that may
be important or it may just be a way to rhyme with 'moon'. There is no telling
with this game. Oh, and the seer also claims to have created Igniculus for the 
purpose of guiding you. So that's something.

More practically, you are directed to go back the way you came, past the alter
and through a tree. You are also given the ability to FLY. That'll be fun. Head
on up to the upper-left exit of the room to end this chapter.

Oh and you are also given an ORDINARY FLUTE... a totally useless item that will
probably never become relevant.

5. WALKTHROUGH - CHAPTER 3 - INTO THE WEST                                [500] 

To the left, past the alter forlorn,
Find and enter the tree of thorns

First things first, turn around and fly up and right against the outside of the
boss room. A letter will come falling out of the sky for you to collect:
CONFESSION #1. It seems like words from the statues you just fought. Maybe
these things will be found after boss fights.

So now your awkward little jump has been superseded by the ability to fly. No
more ledges getting in your way. You can go wherever you want now and the 
stages are more open and accommodating of this. This makes it sort of hard for
me to direct you to all of the little secrets hidden away across the landscape,
not least because I probably haven't found them all! Maybe I won't bother you 
with the location of every chest from now on. It's not like HP and MP recovery
depends on items or anything: there are wishes everywhere, and just a little 
ways to your left is a new party member with healing magic.

Head left to meet the jester RUBELLA. She's looking for her brother. She joins
up with you and brings the item RUBELLA'S PLIGHT. She has all kinds of nice 
magic she can learn, including heals, buffs, and revive. She also has much
higher defenses and hitpoints than Aurora. Probably she is meant to herald an 
increase in combat difficulty. I suggest you dive into battle and find out.
Don't succumb to the temptation to fly around all of the foes. You'll surely 
regret that if you do.

If you go down and right from Rubella and hug the wall a ways there is a MAGIC

There are new enemies to fight on your quest to go left. There is a flying 
enemy that is vulnerable to fire and has like 50ish hitpoints. There are also
spiders and they are also vulnerable to fire. I think I mentioned that you 
should use the fire oculi on your weapon to get firepower, didn't I? There is
also a wolf enemy that has like 70 hitpoints and isn't weak to fire or light
or lightning or water. Lame.

From where you pick up Rubella, go left until you reach another treehouse. Go
down here and left towards a flying foe.  You can circle around this area to 
get into a secret area of sorts. Inside of this area, down and to the left, 
there is a HP STARDUST, and like the magic stardust you got from the last boss,
this is also an item that can permaincrease your stats.

Back outside there are lots of other chests to discover in various places. You
can get into a tree with thorns (which is not to be confused with the tree of
thorns you are looking for) and find a STRENGTH STARDUST. Don't fly into any 
thorns though unless you are a masochist like that. Going back past the 
treehouse where you got your sword you can find ROUGH EMERALD OCULI if you 
want some lightningpower.

So eventually you will get back to the altar and get past it to find the real
tree of thorns. Almost immediately you will be confronted by an OGRE that wants
to eat you. Another boss battle it is! My party was at levels 9 and 12 for this
fight and I didn't have much trouble.

HP: 300, 50, 50
Recommended lvl: 9

The Ogre has two wolves with him and if you are at all familiar with RPGs then
you know to take these guys out first so you can reduce the number of foes 
attacking you. The wolves are the same as always and your two party members 
and your magic can dispatch them quickly. Of course you should also interrupt
the ogre if the chance presents itself. The ogre only does like 20 damage with
his basic attack but he has some stronger attacks under his belt and can also 
cause SETBACK which I guess affects the timeline somehow. I didn't think he 
was that tough and that the battle was just a matter of whittling down his HP,
which was something over or around 300.

After the battle you'll get a HP STARDUST and you can enter the Tree of Thorns.
Before you go inside though, you'll want to fly up and pick up CONFESSION #5.
What the... #5? Did we miss 2-4?

Journey across the thorns sharp,
fly delicately with careful art.

When you enter the tree of thorns, you will be informed that the MAP OF LEMURIA
is now available and that it has rapid travel. You can also check out the area
names and you will probably notice that many of the names are the same as those
from confession #5.

The tree of thorns is full of thorns that will hurt you if you fly into them,
there are fewer wish plants around to heal you, and the enemies are quite a bit
stronger than they were in the preceding area. Be careful in and out of battle.
There is a mix of old and new enemies here to worry about. There is a bigger
spider with like 80hp and a griffin that seems to be resistant to light magic
but has closer to 60 or 70hp.

The tree has a couple of paths to follow and I'm sure I didn't explore them 
all as thoroughly as I should have. One thing that stands out is the hollowed 
out trunk of the tree. You can fly up this trunk to emerge in a canopy area
with nothing else inside but a larger version of the flying enemy from the 
last area. And I mean MUCH LARGER. The little guys had less than 30 hitpoints,
but this one has something like 375hp. So yeah, he's more like a miniboss of
sorts, and he has that same annoying ability to speed himself up, but he is 
also weak to fire attacks. Oh, and he has a wolf and a big spider with him that
you should deal with first.

There is nothing else up in the canopy so return to the base of the tree and 
then resume your leftward travelling. To the left of the big trunk you can go
up and find CONFESSION #8. Keep going left until you find a sign informing you
of your arrival in CAPILLI VILLAGE.

6. WALKTHROUGH - CHAPTER 4 - THE DEEP DARK WELL                           [600] 

The village is empty of everything except for crows and loot, so do yourself a
favor and plunder all of the houses of their valuables before you talk to the 
lone person with the yellow ! that signals a new quest. 

When you do speak to the BEARDED MAN, he'll claim that the townsfolk were 
changed into birds by the DARK QUEEN and that the WATER OF LETHE is the cure.
Take his word for it and hop down the well to go look for some. He'll offer to
join your party. 

FINN THE MAGICIAN is an offensive magic user of the SQUISHY WIZARD sort. His
stats are all pretty bad excepting of course magic power. He has three branches
of skills that seem to stem from his three elemental attacks: fire, water, and
lightning. As I had Aurora using fire attacks and Rubella using lightning, I 
decided to try and beeline Finn towards upgrading his water magic. Maybe that
wasn't the best idea when heading into a well dungeon filled with watery foes.
Having Finn use the appropriate spell on the enemies of this dungeon will do
massive damage to them, and maybe even OHKO them.

When you are in battle now you will have the option of SWAPPING party members.
When one of your characters has a turn they have the option of swapping out 
for anyone else. This action does not cost your turn. The newly brought out
party member can attack right away. Seems super useful if you ask me.

Drop down into the well to find a large aquifer dungeon. There is a new water 
spider enemy down here that is weak to lightning and resistant to fire. There
is also a pigrat thing that is weak to fire.

If you drop down to the bottom of the first cavern and go left you will find
another symbol projection puzzle. This time there are two symbols on stands for
you to project onto the corresponding painted symbols. The crescent moon is a 
bit of trick because the spot you are looking for isn't with the other moons
painted on the walls. You have to project it into the top center of the image,
above the queenly lady. This opens the door and allows you to move on towards
the boss of this dungeon. But wouldn't it be a good idea to explore the rest 
of the exterior of this place first?

Well actually there isn't a lot of valuable stuff out here, just lots of chests
filled with items you probably already have. There are enemies and experience
points to be had, so that's something. You will also be introduced to the 
spike traps and hopefully you will have no trouble figuring out how FF can stop
them for a time by lighting up the nearby white switch.

After going through the puzzly door to the interior of this dungeon you will 
have to fight a couple of new enemy types but they are not at all tougher than
the enemies from the last area. There is a gargoyle will not much in the way of
HP and a fiery wolf that is super vulnerable to water.

Go right and drop down from the path when you can to find a secret area with a
chest that contains a TUMBLED OCULI, which is your 1st oculi of a higher tier
than those rough oculi you've been collecting up till now. Oh, have you tried
MERGING oculi yet? That's another way to power up the piles of oculi you're

Go right until you find the head of a statue and talk to the crow there. It's
Finn's grandpa. Fly up from here to find a MAGIC STARDUST and CONFESSION #3.
This confession is sort of wierd and I probably read too much into it... but 
doesn't Aurora look sort of bee-like, now that you think about it? Buzz buzz.

Go right past the spikes and then the place will start rumbling. It's almost
certainly time for a BOSS FIGHT. My levels at this point were 15, 18, and 16,
and that seemed more than sufficient. Being able to switch out party members
really increases your total HP and MP and makes things much easier.

HP: 330, 270, 220
Weak: Water, Lightning
Rocommended level: 15

The fountain of the WATER OF WHATEVER is clearly be corrupted by three horrible
snake eels. Or maybe they're more like a hydra with many heads. It probably 
doesn't matter. They're three separate foes in practice and you would be well
advised to take them down one by one. Unless you've been directing your skills
towards this end, you probably don't have any attacks that can attack all foes
anyways, so pick a target and defeat it asap.

The three heads are all visibly different and to of them wear their weaknesses
on their sleeves. The fiery snake is weak to water and the watery snake is 
weak to lightning. My advice would be for you to begin the battle by having
Finn unload supereffective magic on one of these foes a couple of times until
it dies, and then to do likewise with the other one. The green snake is I guess
of an 'earthly' element. It's weak to fire and it will try to PARALYZE you. 

The fiery snake has like 330hp, the watery one has like 270hp, and the green
one only has about 220hp. Maybe you should take out the smaller ones first? The
fire eel has group targeting fire magic but most of your guys are pretty good
at magic res so its not a big deal.

After the battle Finn purifies the fountain and Aurora looks inside to get a
glimpse of her greatest desire: her father dying of grief over her. Yeesh.

Oh, Igniculus, fly on by,
Recover the moon at the highest of the high

Capilli Village is restored and all of the villagers congratulate you on your
heroism. A few of them even have sidequests for you to pursue. There is a !girl
who wants you to go find ACHILLES, the mint-hunting flying pig who is somewhere
above the plains of windwheel park. !Avo wants you to kill some dark creatures
near the blossoming tree. And there's a guy in the school who wants some food,
though that's not an 'official' quest. I'll cover these before moving on with
the main quest, starting with Avo's since his demands that we backtrack into
the Forest of Mahthildis.

Use your fancy teleporative Map of Lemuria to backtrack to the Alter of 
Mahthildis and fly right, near to the ground, until FF notifies you that you 
are in the area you are looking for. There are three sinister looking spiders
around here that you have to kill. They have about 150hp each and they can 
speed up all foes but they are not really too hard to kill. After they are all
dead Avo will show up and give you 4 TUMBLED TOURMALINE OCULI and that's sort
of nice. You can look around here for stardust you may have missed earlier,
and there is another villager around now who wants a shovel, but otherwise you 
are free to warp back to Capilli Village and go left to a new area.

In this area the wind is pushy but sometimes it will stop and let you dash 
through, either to advance up paths or reach secret areas full of stardust. 
There are two MP STARDUSTS in the same tunnel. Going right from the second one
will take you back out of the cave, but it will also get you CONFESSION #6.
Once you get through the tunnel you will find a sign pointing you towards the 

7. WALKTHROUGH - CHAPTER 5 - AN UNEXPECTED REUNION                        [700]

There is a sign here that says that you can go left to find windwheels, and 
that was supposed to be the place that ACHILLES escaped to, so go left and be
on the lookout for flying pigs. Unfortunately there are way more flying pigs
than there ought to be, and you'll have to investigate all of them and use FF
to check them for 'illumitating ink'. Rubella also notices some circus gear 
and reminds you that she has a reason to be travelling with you.

There are some new enemies here, like a big rock goblin that is strong and 
slow, and a stumpy tree thing that is obviously weak to fire attacks. Later on
you'll find some geodudes with strong defences and also enemies that can
counterattack when they are hit with physical attacks, so watch out for that.

It's not all enemies and piggies here, though. You also meet Aurora's sister
NORAH and she joins your party. Unfortunately her stats besides DEF and
SPEED are garbage. Norah is something of a TIME MAGE with spells to QUICKEN
you and SLOW and PARALYZE your foes. I switch her in at the start of battles
to give Aurora a buff, and then I replace her with more useful partiers.

So let's get to actually exploring these plains, shall we? Just flying to the
left from Norah will net you CONFESSION #7. Keep going until you pass through
the second hollowed out mountain. There is a HP STARDUST to the left and at 
the base there is a red door that takes you into a mine with lots of loot. 
First off inside this mine you can send FF through a wall to collect a DEF 
STARDUST. This mine has a new enemy fire ghost lady who has like 200hp and can 
counterattack and I imagine she is weak to water. Head further down to find 
another door leading to more loot and also there is a MAGIC STARDUST nearby.  
There is a closed door that you can open with switch, and then you can push a 
crate onto another switch to open a floordoor and get to the final room and 
all of its loot, including your first ROUGH CITRINE OCULI, and CONFESSION #2.

Back outside you can keep flying left until you have to pass through another 
mountain with a windwheel inside that requires a few flipped switches to open
up the path. Rotate that wheel 3/4 of a full turn so that the path between the
lower doors is opened. There is a STRENGTH STARDUST down here, and also a 
flying pig that is actually ACHILLES. Put him in your inventory and at your 
leisure you can bring him to the lady in Capilli for a reward of 4 HP 

Reach the temple in the sky,
And to the magic mirror fly

There are a couple of signs pointing the way towards the next town: Bolmus
Populi. At first the signs say 'left' but then they start directing you 
upwards. When you come up against the mountain you're supposed to go up, do 
yourself a favor and keep going left because there are lots of treasures over
there and an easy miniboss fight too.

You can find more doors that lead to secret treasure rooms. One of them has 
rising and falling lava and switches that FF has to light up to get the doors 
to open. There is another mine outside and at the bottom there is a lonesome
man mining gold and he asks you to bring him a light.

If you go to the furthest left in this area you will find a door that leads you
to a miniboss fight against a big fiery sphere guy. He only has like 300hp and
he is super weak to water. He's not even much tougher than the regular-sized 
guys he has with him. If you have been battling most of the foes in the plains
then you should be above lvl 20 by now and well prepared for this fight. 
Defeating this guy will earn you a DEFSTAR, and then you can fly up the 
mountain to get to town.

8. WALKTHROUGH - CHAPTER 6 - OF MICE AND MAGMA                            [800]

This is the town of the 'populi,' which turn out to be rat-people. Eew. You 
can fly up to a tower where a !mouse is fiddling. His name is Adolphus and he
will initiate a TRADING SEQUENCE by giving you an apple and asking you to bring
back some gold. In case you've forgotten, the guy in Capilli school was asking
you to bring him some food, the Capilli with the carriage in Mahthildis Forest
wanted a shovel, and the Capilli in the mine below this city wanted a light and
he was surrounded by gold.

Inside one of the houses there is another quest from !Bolmus. He wants you to
clear the monsters out of his basement. It turns out that his basement is a 
magmatic cavern filled with fiery ghosts and spiders. You should probably 
augment your weapons with sapphire oculi. There are like 5 sets of enemies down
here. Some of them are hiding in chests. You'll also have to solve some 
environment puzzles to get through this area. Near the beginning of the area
you can find a HP STARDUST by going through a false wall. Your reward for
clearing out the whole area is a couple of MAGIDUSTS.

Go to the left side of town to meet the MAYOR. He doesn't want to talk until 
you have solved the town's economic problems. Go back outside and you'll be
introduced to the YOUNG MOUSE ROBERT. He joins your party and takes you to the
mountainside, where he convinces the mountain to open a path to take you into
the city vault. Nice.

Robert is an archer and he can cure ailments, slow foes, and if he lands a
killing blow he can attack another foe. He's very fast and dodgy and critty 
but otherwise his stats aren't anything to write home about. I suppose that
theoretically one could max out his crit and dodge with stardust and make him
into an unhitable crithappy monster, but now that I think about it, I haven't
yet seen any dodge and crit stardusts. Too bad little Rob. More importantly he
has a SLOW ability.

Kill the four spiders whose dark art
Plagues and torments Magna's heart.

This is another dungeon full of fiery foes, so if you augmented all of your 
weapons with water power during the last quest, you can just leave your oculi 
the way they are. In the center of this dungeon you will find a big pink heart
with a spider boss inside. Before you can fight this spider you have to find
3 other special spiders at the end of three hallways that branch off from this
center area. 

Going straight down from the pink heart and then a little ways left will get
you CONFESSION #9, and a little ways to the right is a DEFSTAR. Going down
from here is the BOLMUS VAULT and ROBERT will leave your party unless you break
into the vault for him. It's a simple puzzle to get inside. You just have to
rotate some symbols above the door to match the symbols of the door. Basically 
you just have to pull both of the switches twice. Inside the vault Robert will
rejoin you and tell you not to touch the treasure chests, but go ahead and take
all the treasure you can.

Let's start going after the spiders we came here to kill. There is one on the
left side of the area and he has a MAGDEFSTAR near him as well. There is one on
the bottom right of the cave. Above him there is a door that leads to a dark 
room with a STRSTAR, and the last spider is to the right of the pinkheart. The
three spiders you have to kill are armored spiders and they have high magic
resistance so you should use physical attacks. All of the spiders have like
400hp but they don't seem to have any particular weaknesses so you will just
have to beat them down slowly. After you kill a spider its cobwebs will explode
for some reason and when all three sets are dead you can return to the pink
heart and fight the queen mama spider. When I got to this boss fight Aurora was
at lvl 26 and that seemed a perfectly fine level to be at.

HP: 1500
Recommended level: 26

First things first you'll want to kill the two armored spiders that the queen
mama has with her. The queen spider can attack both of your party members and
she can raise her strength and she can paralyze you. If you interupt her she
will increase her speed but there is really no helping that and anyways she is
not so deadly that you need to worry about it. She is weaker to magic attacks
than her underlings were, so when you have her alone bring out Finn and have
Aurora do her magic spells too until you have worked through Queenie's 1500

Back at Mayoral Manor, Margaret Mouse will turn down Robert and maybe there 
will be a sidequest along those lines later idk. 

Speak with Magna below the Town Populi,
To rise up to the temple high

Apparently we are going to the TEMPLE OF THE MOON up in the CLIFFS OF ERIN.
Go speak to Magna when you are ready to go.

9. WALKTHROUGH - CHAPTER 7 - THE DUKE AND THE DUCHESS                     [900]

In this chapter there is a significant event in the story that sets up the 
final conflict and the climax, and we also learn quite a few things about 
Aurora's backstory. Everything after this point should be considered SPOILERY.

Reach the temple in the sky,
And to the Magic Mirror fly

Basically you have to fly up through the wind and the skylands, but you can 
also go left and look though a couple of nooks and crannies to find extra 
goodies and experience. You are actually in the second half of this game now
so you should be pretty familiar with how this works by now.

Left of the cave to the left is a MAGDEFDUST and you can go up and left through
a current for CONFESSION #15. More up and left from there is a trail of 
balloons that will take you to TRISTIS THE SUICIDAL CLOWN, Rubella's brother.
He has armor and haste spells and high defenses, so you can basically bring
him in at the beginning of battles to buff Aurora and then switch him out for
someone more offensive like Finn or Robert.

On the far right side of this area is a DEFSTAR and there are lots of scattered
treasures you can look for yourself. When you are ready to proceed you should
go to the center of the city and go up and get into a miniboss fight against
a giant griffin enemy. I thought this was a tough fight so maybe I didn't do
enough grinding in the area beforehand.

HP: 800
Recommended Level: 30

The griffin is accompanied by two dark ghost enemies. My tactic in beginning 
this battle was to slow the griffin down so I could take out the ghosts first.
The ghosts are strong against physical attacks but weak to magic and especially
light magic. However they have like 600hp, near as much as the griffin does...
and it turns out that he can REVIVE them and so obviously that's a big problem.
Another big problem is that interrupting the griffin makes him cast SLOW on 
you, and with other enemies present that can be much more deadly than the last
boss casting HASTE on itself. The griffin is resistant to magic so you can't
blast through it very easily. It has like 800hp and I guess your best bet is
to slow it down and try to kill it first without interrupting it. Maybe what
you need to do is just go back and level up a bit.

However you do it, after the fight you will get a SPEEDUST and can enter the 
TEMPLE OF THE MOON. Inside you will find another magic fountain that will allow
you to watch as your father's country is drowned. Go over to the door and 
Aurora (and Norah) will say goodbye to their compatriots as they decide to quit
this journey in favor of going home, quite in opposition to what Aurora was 
told at the outset of this journey: that home could only be achieved after 
first recovering the sun, stars, and moon.

Fly on up to the magic mirror as a creeping sense of apprehension overtakes 
you. Things are just not right. Before going through the mirror go have a look 
for CONFESSION #10. Go through the mirror and follow Norah as she leads you 
into a trap. For you see, Norah's real name is actually NOX, which is a much 
more sinister sounding name than Norah. Also your WICKED STEPMOTHER QUEEN UMBRA
is there and your other sister CORDELIA, and she is also wicked. Apparently 
your mother was the QUEEN OF LEMURIA and banished Umbra to the 'real' world and
so she and these daughters killed your mother. I'm not sure on the details of 
any of this. They may be your half-sisters or something, and I suspect that 
your father may actually be a Bolmus. Anyway, you are attacked by Umbra but
your mother put a protection spell on your crown and so they just throw you in 
a dungeon where you are tortured unmercifully.

There is a flashback scene to Aurora and her mother as her mother dies. Then 
Aurora is back in the present and plays a song on her flute that moves her 
jailer into remembering that he is a Lemurian and loyal to your Queen Mother.
OENGUS THE OGRE joins your party. He is the teammate you have been wishing for 
all along: crazy strong physically and weak magically. Finally someone who can
stand with the powerhouse that is Aurora. He has a TAUNT ability to draw aggro
for several turns. Just make sure that it isn't going to be magic attacks he's
drawing his way.

10. WALKTHROUGH - CHAPTER 8 - THE HIGHEST OF THE HIGH                    [1000]

Escape from the Forgotten Tower,
Defying the Dark Queen's power

The first thing you'll notice as you get to exploring this tower is that there
are item cases and a stardust that you can't get without your firefly buddy.
You also won't be able to collect wishes in battle or heal or slow down enemies
and all of that is a real drag. But it doesn't really matter because Oengus is 
a beast and he and Aurora can mow through enemies without much difficulty.

Fly on up to find CONFESSION #4, and then head on down through the spikey 
tower. You'll find a puzzle and a locked door that can't be opened without
some way of shining light on those blue orbs. Hmm. Go right from here and
through a door to find your imprisoned party. Flip the switch to free them and
then do a quick run back through the tower to get your MPSTARDUST.

The gear puzzle here is not too difficult to solve. Lighting up an orb moves
a gear, and your goal is to bring all of the gears into contact and make a...
circuit? I don't know the proper term for a system of gears. Just shine your 
FF on the orbs in the upper left and the one on the right, not the middle one,
and then flip the switch to open the door.

Go all of the way down to find !Oengus and help him with his plight. He says
you have a choice in helping him and I wonder if you can abandon him here and
forgo all of the experience from his quest. Well, I don't know, what with 
autosaves and whatnot. Go through the door and into the labyrinth to rescue
the imprisoned KATEGIDA.

Warriors imprisoned in the dark,
Rescue the Kategida from a future stark

Send FF into the right wall for a DODGEDUST, and then check the tents here for
a HP STARDUST and some XP. The red door at the bottom leads to a 'magic
labyrinth' with a trick in how you progress, but the characters figure out the
trick for you and let you know if you are on the right track. Basically there 
are statues in the background holding shields and the shields have a symbol 
on them that corresponds to the door you have to go through. You have to check
the doors for nearby symbols and take the right one until you reach the 
captured Kategida and complete the quest and get a STRDUST.

Back outside you can go right into the rain for a boss fight. I was at lvl33
here and that seemed just about right.

HP: 1000
Recommended level: 33

CORDELIA awaits you... but it turns out that she is actually CREPUSCULUM...
whatever that means. She's a dragon and two ghosts, basically, and she can
slow you and paralyze you. The ghosts are weak to light and have like 900hp,
so it will take like 3 or 4 of your light magic spells to destroy them. The
dragon is more resistant to magic so you'll have to just slash through her
(*checks notes and does math*) 1000ish hitpoints.

When you emerge victorious you will get THE MOON and also Aurora will age up
for some reason. Besides the cosmetic change, this also unlocks all of your
characters full skill trees. Probably you won't get enough experience between
now and the endgame to fill all of these, so pick whichever branch you like 
best and save up some points to complete it (some skills now need multiple 
skill points).

You can go right and warp to the next area, THE FLOODED LANDS, but before you
do, fly on up to collect CONFESSION #14.

11. WALKTHROUGH - CHAPTER 9 - THE PISCINE AND THE OGRE                   [1100]

Beneath the sea, deep down below,
Recover the sun at the lowest of the low

A sign tells you that to your right is a 'Piscean Village', so off you go.
On the way you will find a !Statue with a riddle about a 'path of light' or
something, idk. Below it is a SPEEDUST. 

When you get to the village it is deserted and overrun by baddies, except for 
two Pisceans... which turn out to be green, amphibian... muck creatures. Gen
and Drust are their names, and they say that an ogre has been taking their 
people away. They also have a STRSTAR. 

Go right and enter the door in a hill. Inside you can pull a switch to open 
a path for a limited time. Fight the currents and hurry through the circuit to
get a MAGDEFDUST and some other loot.

Back outside you can skim over the water to a cliffside that has many entrances
to a temple. Seems like an imposing watery dungeon awaits you.

But not until you solve this puzzle first. Enter this mountain through the 
ground-level and you'll see that there are a bunch of roman numerals painted
on the wall. In the lower-right corner of the room there is a stand with the 
numeral VIII. Move the stand a little bit and then have FF cast the shadow of
the VIII onto the VIII on the wall. Nothing happens. You have to go up to the
next level and find a XIII stand, push it down a ways, and then project it 
through the floor onto the partially obscured XIII that is just below it. Then
fly up to the third floor and ignore the V stand and instead exit through the
right side of the mountain so you can go collect a DODGESTAR. Then go push the
V stand down to the ground floor and project it onto the pillar. Then the
puzzle will be solved and an elevator will come up along with an angry ogre.

HP: 800 or 1000 or something
Recommended Level: 37

The ogre has a couple of dogs with him. The dogs are weaker against magic and
the ogre is weaker against physical attacks. The dogs have like 700hp each and
it takes a while to defeat them so maybe you should just take out the ogre 
first because he doesn't have that much more HP and anyways he is a strong
attacker so you are better off killing him quickly. I was at lvl37 here and I 
thought it was a bit tough. Like always I suggest you slow all these guys and
maybe this time you should also get some physical armor def spells too.

After this fight you will receive a TUMBLED ONIX, which is a kind of oculi I've
never seen before. Then you can go back to the Piscean village to tell Gen
that her parents are dead. Maybe you don't have to do this and you can just
skip her as a party member, idk. Fly up into the jetstream to collect 
CONFESSION #11 and head on back to Genovefa.

Gen will join your party and she is your newest time mage. She can slow enemies
and paralyze them, and 'setback' (interrupt) and jump you forward along the 
timeline. All of her attacks are timey but they are also kind of slow and weak.
Are her stats are terrible. If you ask me, Robert is much more useful in 
slowing enemies and he should be your go-to opening ally. Paralyze is pretty 
nice though and it seemed to work just fine the one time I tried it. I don't
trust status spells in RPGs generally though. 

Go on back to the temple and take the elevator down into a long and boss-filled
water temple.

12. WALKTHROUGH - CHAPTER 10 - THE LOWEST OF THE LOW                     [1200]

This is the final chapter of the game. Up ahead there are a couple of dungeons
that are practically one long dungeon, and a bunch of boss fights. Oh, and 
there is also one more !quest to pick up. It requires a lot of backtracking. 
If you are interested in doing this quest, or anything else in the game, you 
should probably go do it now before you reach THE POINT OF NO RETURN, which is
when you defeat the water monster at the end of this dungeon and before you go
fight the bosses in the PALACE OF THE SUN. 

Go right for an MPSTARDUST and check out a sign that says you can go down to
the 'Palace of the Sun'. Naturally, you should go in a different direction to
see what sorts of sidequests you can find.

All the way to the right of this upper level is !Elemental. He wants you to
find 6 other elementals he has just summoned into the world. There are 2 in
the forest, 2 in the plains, and 2 in the sea. They are at those 'shrines' you
have been passing and hopefully noting the locations of. If not, here is the 
rundown of where they are.

1. Sea - just to the left of the !elemental
2. Sea - outside, between this temple and the Piscean Village
3. Forest - Near the monastery
4. Forest - Right of the Capilli Village in the Tree of Thorns area
5. Plains - Go right from Bolmus Populi and over and around magna mountain
6. Cliffs - Below the temple of the moon, on a floating island on the right

*Thanks to TrooParannoya for info on the elemental shrine locations*

Use your map to travel to all of these places and then return to !elemental to
get a token reward.

Go down and right from the !elemental to find another cavern with purple spikes
and wind. This tunnel goes to a miniboss fight with a giant pigrat enemy. I 
was at lvl 39 for this fight, though there is ample opportunity to level up in
the water temple if you feel that you need to. This boss fight isn't super 
tough but a lot of the enemies in this area are so some grinding would be a
good idea. The piggie is weak to light and he has about 1600hitpoints and two 
of those creepy skeleton horses with him.

Go back to the main room and head left past the electic crystal thing until 
you find a green gem and a sign saying 'left to the palace of the sun'. You 
can light up these gems to point out a path for a quest you got back in the 
Cynbel Sea, or you can just read this guide and I'll tell you where the 
treasure is at without a lot of fuss. 

There are a couple of STARDUSTS around here. There's a MAGDUST up above and a
STRSTAR down and right through a tunnel. Moving left through the cavern you can
find CONFESSION #13 and a MAGDEFSTAR up in the air.

Go through a dark cavern and you'll come to another fountain. You can go left
from here to get to the end of the temple, but this room also contains a 
secret path to find the GOLDEN RECTANGLE OF CYNBEL, which turns out to be an
MPSTARDUST and 6x TUMBLED ONIX OCULI, which you can mash together to make 
bigger onix oculi or you can combine them with diamonds to make SPINDLE OCULI
or whatever. Anyways, the way up to this room is just to fly up from the 
fountain because the ceiling there is fake.

Left of the fountain is the boss of the water temple. It's just a little mini
boss before the two big bosses you'll be facing right afterwards.

HP: 3200
Weak: Lightning
Recommended level: 42

The boss is unsurprisingly attacking with water and weak to lightning. His two
companions are weak to light magic. Take out the ghost first because it has 
a revive spell. Your best bet is to get the boss alone, slow him down, and 
then have Finn and Aurora wail on him with magic spells, since he seems to
have high physical defenses.

After the fight you can fly up for CONFESSION #16. Then go left for one last 
light puzzle. This time there is a big locked gate surrounded by four statues.
The statues are all holding objects that have to be projected onto the 
appropriate spots on the gate. They also have to be projected in the correct 
order, which is written out on the gate, left to right, with four lunar phases,
which correspond to the lunar designs on the different statues. The correct 
order is the far left statue, then the middle right one, then the middle left 
one, and then the far right.

The gate will open to the PALACE OF THE SUN, which is the final dungeon and I 
believe it is a POINT OF NO RETURN. If you have some sidequests you want to
finish or you want to grind a few more levels, now is the time.

Go right through the palace of the sun until you reach a locked door. You can
slip up to the level above and find a switch to open it. Keep an eye out for
a magic dust around here.

There is a crate you can push towards a locked door here. You have to fly up 
and around to find the switch to unlock this door so you can pull the crate 
throught to hold down a button to open another door to another stardust. Very

There is a door up above with a much quicker timer and it leads you straight
to a boss fight against your wicked stepsister... or at least it would except
that she runs off and seals you in a room full of poison. That's bad. But the 
room also has the final confession, CONFESSION #12. That's good. The poison
will slowly drain your health away and you need to fly up the left side to 
find a switch to rotate a few times to open a barrier, and then you have to
fly up the right side to rotate the switch to open another barrier. After that
you can fly up the tunnel to freedom and there are lots of items, and that's 
good, but there is also a moving platform of spikes that is rushing you up this
tunnel and preventing you from getting any of these items. 

If you're anything like me, you're going to take a lot of damage during that
section, and then be really surprised when the boss fight starts up and the 
injured Aurora is KOed before you even get a turn. Maybe lvl 44 is not a high
enough level for this fight... but even with that disaster I was able to pull
off a victory... so this boss can't really be THAT tough.

HP: 4500, 1000, 1000
Weak: Lightning
Recommended Level: 45

Nox is actually three seperate foes: a head and two tentacles. They are all
vulnerable to lightning and they all have powerful water magic. You should
definitely kill the weaker tentacles first so as to cut down on the number of
massive water attacks coming your way. Since you just came out of the water 
temple, hopefully all of your guys still have lightning oculi on their weapons
and water oculi raising their resistance. For this first difficult part of the
battle, sans Aurora, I had to bust out those two underused clowns as I vaguely
remembered that they had good defenses. They can heal and stall and do moderate
damage to the tentacles. Only the head seems resistant to physical attacks and
anyways you shouldn't be attacking it until the tentacles are dead. At least it
only punishes interrupts with unstoppable. Well if the battle ever gets really 
out of hand or you just need a boost to get over the difficulty of fighting 
three of these things at once, remember that you can change party members
outside of their turns and that items in this game are super powerful and

You kill Nox and take THE SUN from her corpse. UMBRA arrives and offers to let
your father live, but run away, leaving him to die. You are brought back to 
the altar and your QUEEN MOTHER is there? I thought she was dead. Wasn't she?
She plays a song to summon the Lemurians and the SUN and STARS and the MOON to
you and you get a new dress and crown and you automatically fly up to UMBRA'S
CASTLE for an epic final battle in the sky.

HP: 4800, 2400, 2400
Weak: Light
Recommened Level: 46

Umbra didn't seem to me to be as tough a fight as the last boss. All of these
guys are weak to light and luckily that happens to be your speciality. Unload
all of your spells on one of the owls and then the other. Don't bother 
interupting umbra until you're ready to fight her because she counters 
interrupts with 'damage increase' and that sounds bad. I think Aurora has a
skill like that but I can't say that I ever used it. Let's see... Umbra can
also cast armor and unstoppable, but she's not really so tough if you have 
lots of powerful light magic.

After she dies, Austria is flooded all the way up to the alps, but Aurora 
arrives just in time to lead all of the people into Lemuria to live happily 
ever after. And then the credits roll and afterwards your mother complains that
you didn't talk to her and then she dies again. Very strange indeed. Perhaps
there is a better ending to be unlocked through hard mode or the new game+?

You are back in Lemuria now will no goals to speak of, except that now your
map has counters indicating how well you did in finding all of the STARDUST 
and COFFERS (treasure chests). Here's how I (and you, if you were following 
this walkthrough faithfully) scored:

CYNBEL SEA - 10/15
TOTAL - 31/40

From the main menu you can now choose to do a NEW GAME+, which is like a 
regular new game except that you get to carry over items, oculi, confessions,
levels, and skills. The enemies are tougher in this version, but shouldn't be
much of a problem.

13. VERSION HISTORY AND CONTACT INFO                                     [1300]

06/15/14 - Version 1.00 - Final version. Walkthrough and game notes completed.

06/12/14 - Version 0.80 - Includes a walkthrough through 9/10ths of the game 
                          and some game notes.

This guide was written by Steve Edwards, also known as CanWizard. My email 
address is [email protected] Please email me if/when you find 
mistakes in this guide.

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