Walkthrough

(NOTE: Currently working on converting the image links into actual thumbnails.)

The Land of Sequoia is a vast world, and if you wander aimlessly, you may end up running into numerous dangers far above your ability to handle. This is to be expected, yet there appears to be a recommended path for a party of adventurers to traverse through if they want to have an easier time navigating the land. Note that this walkthrough will not take into account any sequence breaks.

This page is a massive work in progress, and may not be completed for weeks. This humble navigator is initially setting this up to help new adventurers blaze a path through a section of Sequoia that appears to have a fair amount of adventurers wandering lost. *As such, many optional details not on the critical path for traversal through the land will be omitted for now.*

**Spawning Meadows**

The first region marking the party's arrival to Sequoia. You can simply follow the path until you reach Nan's Cabin. Remember to pick up the *Map of the Spawning Meadows* by talking to the Nans within before proceeding to Delende by climbing the cliffs at the western end of the Meadows.

**Delende -> Pale Grotto -> Seaside Cliffs -> Yamagawa M.A.**

A wide open area with several paths to proceed. Your first task should be to locate the map of the region. However, you will run into Astley while following the colored road, of which Astley is the leader of another group of adventurers who will offer friendly advice to you in the meantime. Astley will give you a Home Point Stone as a gift before leaving. From there, continue north until you reach a sign telling you that the Proving Meadows is to the east and that the Fish Hatchery is to the west. Head west off of the marked road until you reach a tree that can be climbed to jump across the river, and from there navigate around until you are able to reach the Fish Hatchery.

Refer to the below picture to see the tree that can be used to jump across the river to the Fish Hatchery.

At the Fish Hatchery, there will be a few gear upgrades, as well as someone who sells the Map of Delende. There is also a Warlock fisherman here and you can buy a fishing rod here, but you won't have a lure to make use of his fishing services yet. There will be a shady man outside of the Hatchery as well, who will sell you a Rotten Fish. Take that fish, you will need it for a sidequest much later in the game.

After reaching the Fish Hatchery, return to the sign and proceed east, where you will come across a broken bridge. From here, it is best to head north first, into the Pale Grotto. The first job crystal you are expected to find is in this region, past a bridge in the center of the Pale Grotto where you will find Astley's party. You will eventually emerge from the Pale Grotto in a different section of Delende, on the other side of the broken bridge from earlier. You will notice the Proving Meadows as you proceed south from there, which you can buy powerful equipment from, but you will not be able to proceed into the Trial Caves in this area without finding 3 crystals first.

When you head west from the Proving Meadows, you will cross a bridge to an area that splits into two paths. Going south takes you into the northeastern entrance of the Seaside Cliffs, while continuing west will take you back to the broken bridge from the eastern side. Do not jump down without handing in 3 Rabbit Claws to the man near the bridge, or else you will be forced to navigate through the Pale Grotto to reach this side of Delende once more. Once the claws are given to the man, he will jump down beneath the bridge to allow you to climb on his head to cross the bridge.

If you proceed south from here, there are three potential points of interest.

1) A man standing on a tree facing west. If you jump across this tree, you will find a path that takes you across several bridges that eventually leads to a strange cabin with a sign in front telling adventurers to come inside for treasure. Ignore the suspicious cabin for now (if you decide to venture inside, move your home point to the crystal in front of it first). Proceeding past the cabin leads into the Yamagawa M.A. region, which involves a long climb to reach the summit where a job crystal resides.

2) A man surrounded by three dogs who asks you to find his 3 lost dog bones. The first bone is located in the nearby Soiled Den. The second is located on a ledge south of the man, requiring you to jump on a tree root before jumping to the ledge to the right. The third is within a cave to the west, filled with flames that flee from you as you approach.

3) Continuing even further south of the man with the three dogs leads you to the southwestern entrance of the Seaside Cliffs. If you decide to proceed into the Seaside Cliffs, you will notice several purple chests strewn about the entire region, containing clamshells. There is a camp in the center of the Seaside Cliffs with a woman asking for numerous clamshells - if you turn those in, you are given the Map of the Seaside Cliffs. If you follow the river directly east of the camp in the Seaside Cliffs, you will eventually reach a cave behind a waterfall where a job crystal is located.

**Mercury Shrine**

With 3 job crystals now in your possession, it is time to venture into the Trial Caves.

But before that, you may want to take a slight detour to the cliffs between the Spawning Meadows and Delende. From there, you can find a narrow path that leads to Mercury Shrine, as detailed in the video below. Shrines are special locations throughout the land of Sequoia that possess stones allowing you to warp to them at will. A one-use shard typically costs several copper. The multi-use stone from Mercury Shrine will cost 10 silver, so you may want to just pick up a few shards and then buy the stone later.

Easy path to Mercury Shrine: https://www.youtube.com/watch?v=X8vppcOahaY

**Trial Caves**

The Trial Caves are fairly straightforward. With careful navigation, it is entirely possible to travel through it without having to fight a single enemy. When you emerge at the top, make sure to set your home point to the crystal there, because falling down at this point will result in you having to redo the entire dungeon otherwise. Proceed onward by jumping up to Capital Sequoia.

**Capital Sequoia -> Gaea Shrine**

Welcome to Capital Sequoia, the cradle of civilization in these lands that may act as your main base for much of your adventures in these lands. There is much to do here before moving on.

Your first task is to head to Gaea Shrine, located in the northwest section of the city. There are four treasure chests in the back that contain one-use shards to warp to this shrine, if you cannot yet afford the 2 silver cost for the multi-use stone.

Your second task should be to locate the library, which is located at the building near the entrance to Rolling Quintar Fields to the east. The library has a Scholar within that will give you an accessory that enables a party member to learn Monster Magic, even if they are not a Scholar. The library also sells numerous maps of the surrounding regions. *For now, you will want to pick up every map possible down to the Quintar Nest Map*. The rest of the maps below will not be relevant for quite some time, and you may not have enough money at the time to afford them regardless.

Spend time exploring the rest of the city while taking note of the numerous services available here and upgrading your equipment, and then when you're ready, venture into the Rolling Quintar Fields to the east.

**Rolling Quintar Fields -> Quintar Nest -> Quintar Sanctum**

A vast wide open field full of flames that will aggressively chase you down. At the entrance of the Fields is a Quintar Rental service, but in order to make use of it, you will either need 7 crystals or possess a Quintar Pass.

As you proceed further, you will run into members of Astley's party again, who will teach you the concept of running in a serpentine fashion to evade flames. Aside from that, follow the highlighted dirt path to the north where you will end up being ambushed by another group of adventurers. Kick their asses and take their lunch money, then move onwards along the dirt road to find the Quintar Enthusiast's Cabin. The Quintar Enthusiast within will ask you to collect a Brutish Quintar eyeball for a reward. Exit the cabin, and then jump across the trees directly to the west to find another dirt colored path above. Follow that path and jump across more trees as necessary until you make your way to a hole on the side of a rocky outcrop. Enter it and you will find yourself in the Quintar Nest.

Head to the northern section of the Quintar Nest first, as that is where a job crystal resides. After you reach the crystal, proceed until you circle back to the entrance, in which your next step should be to jump towards the southern section. Eventually you'll come across a lake guarded by two very fast Brutish Quintar. You will need to defeat at least one and present its eyeball to the Quintar Enthusiast. Proceeding south past the lake leads to Cobblestone Crags, in which the Crag Demon there may catch you and immediately wipe your party. Proceeding to the west of the lake eventually leads into the Jojo Sewers underneath Capital Sequoia. There isn't much you can do in either area yet. Return to the Quintar Enthusiast's Cabin with your newly won eyeball, and he will award you a Quintar Pass.

Use the Quintar Pass to rent a Quintar, which grants you faster speed at the cost of jump height. Dismounting at any point will force you to return to the rental cabin to make use of their services again. Proceed to the rocky outcrop directly to the north of the rental service and jump across the trees there to find another dirt path and several more trees that should ultimately take you north to the Quintar Sanctum. Refer to the below picture to see the ledges you'll need to start your journey with the rental Quintar at.

You'll see Astley and the warrior Reid at your destination. Wave hello to them as you pass through, and move your home point to the crystal here if you don't want to risk jumping across the trees again if your party gets wiped beyond this point, and proceed onwards into the Quintar Sanctum.

The Quintar Sanctum is fairly straightforward, your goal is to jump onto the pink mushrooms to propel yourself upwards through the dungeon, until you reach the job crystal shining its light at the top. However, that is not your primary goal here. You may recall that the Quintar Enthusiast wanted to see an eyeball from a species that he had not seen before. Proceed further and you will notice another set of mushrooms to jump on, which should take you to the summit of the Sanctum where a dangerous Fancy Quintar resides. Defeat it, drop down to the path to the north, and travel through the Overpass back to the Quintar Enthusiast's Cabin. The Enthusiast will be so shocked that he will award you a Quintar Flute, which allows you to summon one at will without needing the rental service.

**Intermission: Capital Sequoia with the Quintar Flute**

The Quintar Flute will allow you to easily access the rooftops of Capital Sequoia, using the Gaea Stone to warp to the Gaea Shrine as your starting point. From there, you can break into several rooms and loot many treasure chests, most of them containing Craftwork gear. You may also run across several NPCs that will award you Seals for mastering a specific job, which grants increased JP gains to another party member seeking to master the same job.

Take the Craftwork gear to the smithy within Capital Sequoia to upgrade them to Silver equipment, with the silver dust, ore, and ingots you may have found while exploring the Quintar Fields and the dungeons there. The second floor of the Artisan shop should also be available to you at this point, which should contain the best gear for your party at this moment in time. The price of the gear can be quite steep, though.

You can also navigate through the western walls of the city to make your way to the courtyard in front of the city, where Chloe might be waiting for you. Talk to her to obtain a new lure for the fishing service found throughout the world. You'll want to return to the Fish Hatchery in Delende to fish up some neat new items, and get some Fresh Salmon to use as a good recovery item. You'll also want one for a sidequest later on.

It would also be a good idea to buy the rest of the maps from the library now, or at least after you obtain the next crystal.

**Jojo Sewers -> Boomer Society -> Capital Jail**

You may think to use the Quintar Flute to proceed west towards Greenshire Reprise to cross the broken bridge there, but it would be best to explore the sewers underneath Capital Sequoia first.

While exploring the sewers, you may come across a boy asking three questions about trends among the children of the city. If you decide to indulge him by answering the questions correctly, he will open the way to a path that ultimately leads to a place called the Boomer Society. The answers involve some combination of Overalls, Lit, and Blue (as of the time of this writing, I forget the exact order the questions are asked). An elderly person inside will allow you to rent a powerful sword or shield. You will also meet a talking duck in the area that explains some background information about how the world of Sequoia is managed by a mysterious entity known as the Grand Master, along with the concept of Banishment.

There will also be a dangerous boss known as the Blood Slop within one of the rooms in the sewer. If you are unable to defeat it, come back later. It possesses two Hemorings (one can be stolen from Blood Slop or bought from the hobo at the entrance of the sewers afterwards), an accessory that comes with 15% physical lifesteal.

Eventually, you should come across a room with stairs that lead downward into the Capital Jail. You will need to find several sets of keys to proceed through the dungeon, until you come across a crystal in the final locked room with a Warden boss guarding the way. While exploring the Capital Jail, you may end up coming across the Continental Tram, but there isn't much you can do there for now - it won't become relevant until much later in the game.

**Greenshire Reprise -> Salmon Pass -> Salmon River -> Poseidon Shrine -> River Cat's Ego**

Greenshire Reprise is home to cultists that will likely blast you away if you find yourself unlucky to fall into the canyons where they reside. As long as you remain on the upper levels and cross the bridges, you will avoid them entirely. There is one broken bridge with a gap wide enough that requires your new Quintar to cross. At the other end is the entrance to Salmon Pass, which then leads into Salmon River.

Navigating Salmon River is fairly straightforward, if not rather treacherous. You should eventually reach a cabin where you will find Astley's party again. One member of the group will give you a key that can be used to unlock a door in the courtyard in front of Capital Sequoia. Don't head back there yet, you will want to talk to the bears inside the cabin first, who will tell you about the Salmon Run. They will allow you to rent a Salmon to participate in the race. You will want to complete the race at least once to be given a Poseidon Shard, which you can then use to warp to Poseidon Shrine above to purchase the multi-use stone that will allow you a quick way to return to this region at will.

You will not be able to win the race with just the Rent-A-Salmon. You'll be coming back here in the far future after you find something better. Although, the race gives you just enough time to find "that" something better, if you know where it is.

You can actually use the Rent-A-Salmon to do literally anything but actually participate in the race. For example, you can ignore the finish line and swim north of it to the waterfall that feeds the Salmon River. Climb up the waterfall with the rental salmon to find a curious Catfish structure known as the River Cat's Ego. You will need to talk to the salmon within and answer its questions correctly before it allows itself to be used as a platform for you to reach the true prize beyond.

The correct answers are:

* *Number of Whiskers:* 6

* *Number of Salmon:* 16

* *Type of Fish:* Salmon

**Cobblestone Crag -> Okimoto N.S. -> Shoudu Province (initial visit)**

Use the key obtained from Astley's party in the garden courtyard in front of Castle Sequoia to open a way to Cobblestone Crag to the east. Your destination lies at the other side of Cobblestone Crag, but there is a scary Crag Demon in the way. It is possible for a party to defeat it at this point, but attempting it so early will require a very refined strategy to deal with its fire breaths and single target attacks that would disable its primary target. In the off-chance you do manage to defeat it, the rewards from it may last you all the way until near endgame.

Otherwise, you will have to dodge the Crag Demon. I recommend entering the Crags from the Capital Sequoia entrance because it grants easy access to the lower path of the Crags, which has several pillars that can be used to effectively break line of sight with the Crag Demon and hide. The other side of the lower path leads to a section of the Overpass that requires the Quintar Flute to jump past, and it will eventually lead to a vertical fork in the road. Take the upward climb towards Okimoto N.S. first, which contains several Ninja and Samurai that will challenge you to combat if you cross their path. Eventually, you'll come across a job crystal.

Descend back down to the split path, and you'll find yourself in Shoudu Province. You will see a Ibex jump across some walls, but you will be unable to follow them for now. Instead, carefully navigate through the water below until you reach the nearby treasure chests. You will find something very interesting in one of them. Use it, and prepare for a journey.

**Mars Shrine -> Poko Poko Desert -> Sara Sara Bazaar -> Ancient Reservoir**

So, the stone for Mars Shrine somehow ended up all the way in Shoudu Province, on the literal opposite side of the continent. There are zero signs that the shrine has been properly maintained at all, so the only thing to do for now is to get your bearings. Thankfully this wasn't a one-way trip, as the stone that took you here is multi-use.

If you head directly south from the Shrine, you may come across a wooden tower with a nearby sign marking it as the Sara Sara West Lookout. Climb it and pick up the treasure at the top, you will need it later. Continue directly south and you will venture into the port city of Sara Sara Bazaar.

As you explore the Bazaar, you will find that the merchants here feature several notable gear upgrades, including an armorsmith to upgrade silver armor into gold. The shops at Capital Sequoia will update their inventories to match as well. One building has a man with a sidequest that requires a Fresh Salmon, along with the Rotten Salmon from much earlier in the game. He'll give you a spear for completing his sidequest, as well as opening up his shop for you to purchase Decent Cod and the game's second fishing rod, the Tough Rod.

You'll also find members of Astley's party asking you about your reasons for traveling in this world, and one will challenge you to find proof that you've climbed the three lookouts in the desert for a reward (of which you already found one on the way here).

There will also be a mother at the eastern side of the Bazaar panicking about her lost son. At the docks below, you will hear of a pass that will allow you to take the raft- er, ferry to Shoudu Province, but you currently need 15 crystals to obtain one. A man nearby asks for Shoudu Stew. Leaving Sara Sara Bazaar directly to the west or east leads you to Sara Sara Beach, both of which are worth exploring for treasure. Just beware that on the eastern side, you will be ambushed by the same party of adventurers that attacked you back at the Rolling Quintar Fields once more.

The major task now should be to obtain a map of the Poko Poko Desert, as it's an incredibly vast region, and having a map would make finding the watchtowers far easier. The lost boy can be found by taking the eastern exit into Poko Poko Desert and following the dirt colored winding path through the cliffs without falling down into the sands below. Eventually you will reach a dead end where the boy is, who will run back to his mother afterwards. The mother will reward you with a Ferry Pass for your troubles. Take the ferry to Shoudu Province, buy the stew from the nearby merchant, and explore Shoudu if you want, but it will be difficult to make much progress here for now.

Return to Sara Sara Bazaar, give the stew you bought to the man at the docks that wants it, and he will reward you with a Map of Poko Poko Desert. With this, finding the remaining two lookouts will be much easier.

In order to reach the **Central Lookout**, you will need to enter Poko Poko Desert from the eastern entrance, Head directly north until you come across a brown treasure chest, then jump on it to the ledge above. From there, jump across the pillars to another ledge on the other side, where you can then circle around to the top of the Central Lookout. Grab the chest and then make your way slightly northeast to the Northern Lookout. Be aware that falling off here will require you to circle back through the western entrance to Sara Sara Bazaar and passing through the entire town to the eastern exit to reach the treasure chest again. Refer to the below picture to see the treasure chest you'll need to start the journey with.

The **Northern Lookout** also requires a fair amount of jumping to reach the top level where the treasure is. You'll need to begin your journey there at one of the ruins directly south of the lookout, one of which will be close enough to some pillars that you can jump onto a ledge to the right. Follow the ledge north to make several more jumps across some pillars and other ledges until you reach the Northern Lookout. Refer to the below picture for the ruins and the starting jumps you'll need to make to reach the lookout.

Take the three Lookout tokens back to the Warrior, and he will award you a key that can be used to enter the pyramid concealed by the sandstorms on the northeastern side of Poko Poko Desert.

Enter the pyramid, and you will find yourself in the Ancient Reservoir, where you will find a job crystal right at the entrance. However, you're not done yet. There are gaps in the floor that lead to a dungeon. You will need to find and hit two switches to the southwestern and southeastern rooms of the Reservoir to open a path in the far southern room where an Ibek awaits. Explore the cave revealed by the switches, and you will come across a group of Ibek being threatened by a mysterious monster. Defeat it, and the Ibek will award you with the Ibek Bell, which allows you to summon one of them to assist you at will.

The Ibek trades the speed of the Quintar for higher maximum jump height, allowing you to scale cliffs that you couldn't before.

**Intermission: Capital Sequoia with the Ibek Bell**

Use the Ibek Bell to enter the tall chimney at the southwestern building of the city. A great surprise hides within! After you are done partying in there, return to Sara Sara Bazaar to begin the next leg of your journey.

**Sara Sara Beach -> Beaurior Volcano -> Beaurior Rock**

Beaurior Volcano can be held off until after you explore Shoudu Province with the Ibek, but as the Volcano is not connected to any other unexplored major areas, you may opt to get it out of the way now. The simplest path to the Volcano is to approach it from the west, through the eastern side of Sara Sara Beach with the Ibek mount. Be aware that this dungeon features a constant damage over time effect on the party during combat. A job crystal lies at the summit of the volcano.

You can also explore further into western Sara Sara Beach for more treasure and some nice scenery, though there isn't anything in the region known to be critical to your progress for now.

**Shoudu Province (Lower) -> The Undercity**

Ah, Shoudu Province. A vast sprawling city of flames wanting to murder your party in the numerous dark alleyways (and mushroom kids apparently so frightened of you that they are willing to jump three times your maximum jump height and take their chances in the ocean).

This is an incredibly vertical city, so perhaps it is best to fully explore the underside first. At the bottom level, there is a peddler who asks you to buy random junk from him. The second item he has is a 'piece of paper'. It is actually the Map of Shoudu Province*.*

You will then run into a hobo asking for money when you move to investigate the city's sewers. You have the option of giving him 1 copper, 1 silver, and 1 gold. Give him that 1 gold if you want to have an easier time in the Undercity past him. Proceed further and you'll find several people telling you that the enemies in the undercity operate by sound rather than sight. Navigate through a narrow path to the south starting from the below picture.

You'll eventually reach a man who asks you to defeat three 'Masters of the Undercity' before he'll open the door to a job crystal that you can barely see below.

While you are seeking out the Masters of the Undercity, the easiest indicator that you are getting close to finding them is when you are confronted by a group of three adventurers, who will judge you based on how much money you gave the hobo at the entrance. If you gave them 1 gold, the party will fully heal you and restore your MP before suddenly leaving.

The first M*aster of the Undercity* can be found nearby. Locate the ledge below, which is to the left of where the home point crystal in the area is.

Climb on it, use the Quintar to jump across, and follow the path to the left. Keep going left until you see two red lights and a path going north. The Master is at the end of the path.

Return to where the home point crystal was. Start your path to the second *Master of the Undercity* by jumping on the man who tells you to find them to leap onto the ledge behind him. You'll see another ledge to the right. Jump across, and then cross to the north using the beam seen below.

Continue going north until you see a ledge to the left, jump across, and cross the bridge until you see the below series of lights.

You will have to jump across the lights to the left. Falling off here means you will have to circle all the way back to where the crystal was to restart the process. The path to the Master in the area past those lights is fairly straightforward, you will need to make some tricky jumps across the water.

To find the third *Master of the Undercity*, head back across the lights to the bridge in the above picture, and follow the path proper into the next area of the Undercity. Finding the Master here should be rather simple. Head back to the home point crystal after you defeat him, and the man there will open the way to the job crystal.

**Shoudu Province (Upper) -> Sky Arena -> Ganymede Shrine**

It's time to venture upwards. Again, this is an extremely vertical city, so don't commit to any jumps that you cannot easily return to if you fail. You'll find several home point crystals during your climb, so it's best to use them as you head upwards. There is one tricky section towards the center of the city in which the path to proceed upwards may not be immediately clear. Refer to the below picture to see the path you can begin traversing through in order to climb up.

Eventually, you'll find a broken down elevator that requires several elevator parts to fix up. They can be found throughout Shoudu Province and the Undercity in purple chests, and there are more available than you need. If you do not have enough and need to search the rest of the city, make sure to set your home point here before descending down in search of them, or seek out Ganymede Shrine to the west first. Once you repair the elevator, you will be able to use it to ascend to either the Sky Arena or the Quintar Reserve.

Go to the Sky Arena first, which is a gauntlet of 10 battles that can only be fought by a single party member. Do not expect to be able to clear the entire Sky Arena until endgame - for now, try to get as far as you can for some nice gear. You only need 3 wins for a new job crystal to be unlocked past one of the locked doors below.

You may be able to find Chloe and Talon nearby, on one of the steel beams to the northeast. Speaking to her here will award you a Jiggling Lure, the last lure obtainable for fishing.

After that, you'll want to locate Ganymede Shrine so that you can easily return to the upper levels of Shoudu Province earlier. Refer to the below picture for the easiest way up to the shrine.

https://cdn.discordapp.com/attachments/810002093250838551/961697401360490536/unknown.png

You will want to jump on the fence to the right, then use the Ibek to jump up to the ledge above. From there, go onto the fence to the left, and use the Ibek to leap to the path above. Follow the path north until you reach a ledge to the left that you can use the Ibek to climb, and the shrine will be directly north of that.

**Quintar Reserve -> Dione Shrine (initial visit)**

As stated earlier, the elevator also takes you to the Quintar Reserve. There isn't much there you can do right now, the whole purpose of venturing there is to reach Dione Shrine early to at least grab a few Dione Shards so you can quickly return here later. Reaching the shrine is going to involve some tricky platforming at the entrance of the Reserve, but eventually you'll reach the shrine to the north of the Reserve seemingly populated by Quintar. You won't be able to find the multi-use stone to warp here at will just yet. There will be a few shards strewn about, though.

If you run out of Dione Shards to return to the shrine, you can buy an extra shard at the Lost and Found back at Capital Sequoia. The Lost and Found should always restock itself with at least one.

**(Western) Tall, Tall Heights -> Triton Shrine -> Tall, Tall Heights Souvenir Shop -> Land's End -> Callisto Shrine**

The next leg of your journey will involve heading to the frozen mountains of Tall, Tall Heights, which make up the majority of the northern side of the continent. The recommended path to your next destination involves either climbing up from northern Greenshire Reprise, or warping to Poseidon Shrine and using the Ibek to climb directly to the east to a section of the Underpass that will take you very close to your ultimate destination within Tall, Tall Heights. If you decide to take the former path, you may need to solve a few ice block puzzles and call upon the Ibek to climb a few trees in order to proceed further to where you need to go.

You will want to locate a vast frozen lake in western Tall, Tall Heights. A Warlock fisherman can be found inside a small hut in the center. From there, you can head north to find the Northern Caves, which should be ignored for now as there isn't much you can do there yet. To the east of that is a giant wooden fence, which can be bypassed by using the Ibek to climb the tree to the right. From there, carefully walk across the wooden fence itself to the ledge on the left, and jump up to find Triton Shrine, which you can use to quickly return to this area if you have to leave.

If you want to find some powerful equipment as well as the Map of Tall, Tall Heights, head east from Triton Shrine. You'll come across a man in the middle of a frozen lake who asks you to push an ice block to him. There are actually two ice blocks in the area. First, locate the one to the northeast. Refer to the below picture.

https://cdn.discordapp.com/attachments/810002093250838551/961711108870266931/unknown.png

Push this ice block to the left -> down -> left -> down -> left -> up. The man will give you the map for your troubles.

Push the other ice block to the left -> up -> right. You can now jump on the ice block and use the Ibek to climb onto the ledge above, which reveals a home point crystal in front of a building. *This building has a merchant that sells you several maps of the nearby locales that you'll be traveling through shortly*, as well as very pricey armor and weapon shops. Grab the maps and whatever gear upgrades you need, and warp back to Triton Shrine.

To the far west of the fishing hut is the entrance to Land's End, which is currently blocked off by a locked door, a broken fence, and dangerous spikes. Use careful maneuvering and the fact that you can walk halfway off of ledges without falling, and you can easily jump past the broken fence. Refer to the below picture.

Land's End is a treacherous climb, so make sure you are well prepared before heading up. There are many flames here positioned in ways that make them difficult to avoid, but not impossible. You'll run into Astley's party at various points throughout the climb, though presumably their business will have concluded long before you reach the summit of Land's End as the path winds to the south, where you will find a seemingly abandoned structure. Climb up to find a home point crystal. Set your Home Point here before proceeding further, because your toughest fight yet awaits you.

It is possible to skip the boss by carefully luring it into the spikes behind you. However you decide to deal with it, you can proceed upwards to find a treasure chest with a stone revealing that this building is actually Callisto Shrine, and there is a strange tree atop it with an owl watching you as you ascend. It will fly off, leaving an Owl Drum for you to pick up. The Owl that you can now call upon at will has the ability to jump at the same height as if you were on foot, along with the same walking speed. It also has a slow gliding descent, which will allow you to glide to areas of the map that were beyond your reach before. You will be returning to Callisto Shrine a lot as a launching pad to glide to distant corners of the continent.

**Intermission: The Diamond Armor Crafter**

With your new Owl Drum, warp back to Triton Shrine, and climb on the southwestern pillar of sorts without falling down. You'll see a ledge to the west. Use the owl to float over there, and you'll find a large cabin with a smithy that has the ability to forge Gold armor into Diamond. You most likely don't have any of the Diamond crafting components needed to make use of this yet, but visiting this place will unlock that option at the capital smithy when you return to it later.

**Northern Caves -> Slip Glide Ride**

Head back to Triton Shrine. You can head directly north to a section of the Northern Caves where you will eventually come across a treasure chest containing something called an Ice Maze Key. Proceed further to find the door that requires said key, and solve the ice block puzzles within to unlock the way to a new dungeon, Slip Glide Ride. This dungeon requires both the Ibek and Owl to navigate through the blocks that disappear a few seconds after you step on them. At the end of the dungeon is another boss guarding a job crystal.

**Sequoia Athenaeum (initial visit) -> Castle Ramparts**

Return to Triton Shrine and prepare to head east past the Souvenir Shop. You'll eventually come across a massive structure currently blocked off by a duck, who tells you of a theft of tomes. If you climb the trees to the left, you'll notice a frozen waterfall with a hole you can squeeze through at the top. Refer to the below picture. Climb onto this tree and use the Owl to fly north to find a treasure chest, and then fly over to the hole.

https://cdn.discordapp.com/attachments/810002093250838551/961708420241707068/unknown.png

Within the tunnel, you'll find three ducks that will tell you of the last known locations of the three stolen books. While the Athenaeum is not required to clear the critical path, it contains a lot of background information about the game's world, and you'll be looking for the books eventually. There is also a powerful hidden boss somewhere directly south of the Athenaeum, of which the flame will occasionally burrow beneath the snow and resurface. It is assumed that you will be fighting this boss at near endgame, so if you cannot defeat it now, simply ignore it and return to Triton Shrine.

Navigate across the wooden fence from Triton Shrine to the east, and hug the eastern walls until you come across this tree.

https://cdn.discordapp.com/attachments/810002093250838551/961714546119147560/unknown.png

Climb the tree onto the ledge above, and head southwest until you come across another sliding block puzzle. Refer to the below picture.

https://cdn.discordapp.com/attachments/810002093250838551/961714901087301702/unknown.png

Push this ice block left -> up -> right -> down -> right -> up -> right -> up -> right -> down, then climb onto the ice block and use the Ibek to climb up the ledge. From there, climb onto the ledge to the right and you'll be able to leap onto the Castle Ramparts, which is actually an external dungeon outside of Castle Sequoia. Refer to the below picture.

https://cdn.discordapp.com/attachments/810002093250838551/961716319001137192/unknown.png

While it may look like you cannot proceed higher, the Ibek can actually climb up above if you angle the jump correctly. From there, you can proceed through the rest of the rather short dungeon, using the Ibek and Owl as needed to jump across lamp posts, for instance. You may come across a strange Ninja. Ignore the edgelord unless you have a way to deal with counterattacks among your physical attackers. Even with a max level party, the dual-wielding Ninja will retaliate with enough damage to usually knock out whoever attacks him.

Eventually you'll come across a home point crystal and then a series of vertical lamps. At the top is a job crystal, along with a flying demon guarding it. It is possible to reach the crystal before the boss reaches you. If you decide to fight the boss, be aware that its opening move will be a Fire Breath on your whole party. It is also a near max level boss, so if you cannot defeat it now, just grab the job crystal and come back later. There will be a much easier way to reach him near the end of the critical path.

**Jidamba Tangle -> Diamond Weapon Crafter -> Europa Shrine -> Jidamba Eaclaneya**

It's time to make a long journey across the sea. But without a permanent means to swim, exactly how do we do this?

There are two ways to go about this.

1) Remember the Capital Jail? The far southeastern room had a tunnel leading to a place called the Continental Tram. With an Ibek, you can now leap through the wall that would have stopped your progress before, then carefully venture south until you reach the fork in the road, in which taking the eastern path would eventually take you to your destination. There will be plenty of higher level monsters in the way, however - and you'll also find yourself in a small cave network at the end, arguably home to some of the most dangerous regular encounters in the entire game.

2) The easier way is to use the Owl. Use one of the Dione Shards from earlier to take yourself back to the Shrine of Quintars, and make your way through until you reach the Flyer's Lookout. At a branch extending over the seas, you'll see an owl that flies away as soon as you attempt to speak to it. Call your own Owl and follow it. After a few seconds, you'll emerge above the Jidamba Tangle, where you'll see a large temple underneath.

At this point, you'll start finding the Diamond crafting components needed to craft Diamond gear. You found the smithy that crafts armor, but what about the weapons? The weapon crafter is in a cabin on a ledge to the southeast of the Tangle. Getting there may be incredibly tricky. You may find yourself needing to make use of the root system above to reach it, maybe returning to Dione Shrine and flying across again to land at a better position to do so.

North of the large temple is Europa Shrine, which you can use to quickly return to the area on subsequent visits. Now, your task will be to find a way into the temple. If you had investigated it in the meantime, you'll find that there were three locked doors, and a central door barred away by whatever was behind them. The keys to those three doors are located in different parts of the island.

*- Cave Key:* There are two entrances, but the safest entrance to use to reach the key is the one to the north, near Europa Shrine. Warp back there, climb up the ledge to the west, and find this ledge near the entrance.

https://cdn.discordapp.com/attachments/810002093250838551/962983642999693374/unknown.png

You'll see another ledge barely out of reach. Use your owl to float there. There will be another ledge to the south, so float over there as well and cross the root bridge to the other side. Use the owl to float to the ledge to the left, then the northern ledges from there to reach the chest with the Cave Key. Note that the cave is home to what many consider to be some of the deadliest regular enemy encounters in the entire game, and you are likely to run into one of them on this path. For that particular encounter (a Mettapod), be prepared with some means to reduce the damage of party-wide attacks and don't show any mercy.

- *Foliage Key:* The Foliage key is within the ruins obscured by tall shrubs south-by-southeast of Europa Shrine. Be careful when dealing with the random encounters within the tall shrubs here - there is a small chance that one of the flames in the area will actually be replaced by the boss of the island, who may be beyond your means to deal with at the moment. Because he is disguised as a regular flame, this boss can be repeatedly fought and defeated, the only boss in the game to behave in this way.

- *Canopy Key:* The key is in the root network high in the skies. Along the way, you may run into Chloe, who will give you the Super Rod for speaking to her.

Unlock the doors at the temple, hit the switches behind them, and enter the Jidamba Eaclaneya. This is a very straightforward dungeon full of traps to be mindful of. There is a job crystal located here, but it's actually placed partway through the dungeon and it is not the ultimate reward for clearing it. When you reach the end, you'll find the Salmon Violin - and you now possess a permanent means of crossing through water.

**Intermission: Re-visiting the Salmon Run**

You now stand a far better chance of winning the Salmon Run with your personal Salmon mount. You will want to reach at least 2nd place in order to obtain the Map of the Open Seas. If you manage to snag 1st place (which is still a challenge), you will obtain the Salmon Cello, which lets you summon a much faster version of the Salmon mount.

**Intermission: The Treasure Finder**

Using your Salmon, make your way to the northern side of the continent (around the Tall, Tall Heights area) and then dive. You'll want to search for the pink mushrooms underwater, which will eventually lead you underneath the continent to a small city of squid people. There will be eight houses in which you are asked questions about things you've run across in your journey thus far, and answering them all will unlock a door that leads to the *Treasure Finder*, which will display unclaimed treasure chests on your mini-map.

The answers to the questions are:

- *What's the Behavior Sequence?* **(A) Overalls**

- *How many crystals are currently required to obtain a Quintar Pass?* **(C) 7**

- *Why didn't Orchard and Little H. want you to go near Castle Sequoia?* **(A) Afraid of punishment**

- *Which item did you need to collect several of to get the map of Seaside Cliffs?* **(B) Clamshell**

- *Of the following eyeballs, which does the quintar enthusiast hate the most?* **(B) Fiendish**

- *In which of these regions can you obtain the Guaba summon?* **(B) Salmon Bay**

- *How many participants are in the Salmon Run?* **(C) 16**

- *Which Class is granted by crystal in Capital Sequoia?* **(A) Beatsmith**

**Neptune Shrine**

To the south of Sara Sara Bazaar, there is a Warlock that is fishing, the third and last fisherman in the game. Southwest of that Warlock lies the Neptune Shrine, the last shrine you'll find in the game's overworld. While it isn't located anywhere convenient in regards to the critical path, south of the shrine is an optional endgame dungeon, perhaps the last you are meant to clear for 100% completion of the game. Navigating through it is possible with the mounts you currently possess, but it is much easier with a hidden mount gained from participating in Quintar races.

**Dione Shrine -> Quintar Mausoleum**

Remember Dione Shrine? It's time to grab the multi-use warp stone to it.

If you don't remember how to get there, it's in the Quintar Reserve, north of Shoudu Province. If you ran out of Dione Shards, reaching it now should be far easier by climbing the waterfalls north using your fancy new Salmon. You'll want to swim into the pyramid-like structure near the entrance of the Reserve, which leads to a new mini-dungeon, the Quintar Mausoleum.

The Mausoleum has a series of timed button press puzzles, three in total. Be warned that the monsters in the area are considered some of the most difficult in the entire game, and will attempt to bar your way while racing to hit all of the switches in time. Note that you can skip straight to the third set of puzzles by swimming into the area from the Quintar Sanctum as well.

Solving the final set of puzzles unlocks the door leading to the *Babel Quintar*, a key item that will allow you to communicate with all of the Quintar found in the Rolling Quintar Fields, Quintar Reserve, and Dione Shrine.

**Intermission: Using the Babel Quintar**

With the Babel Quintar, you can purchase a Dione Stone. You also unlock Quintar Racing, where you can eventually obtain different kinds of Quintar that are an upgrade over the basic Quintar mount. Your goal is the Golden Quintar, which has enhanced movement speed, jump height matching that of the player character and owl, and the ability to swim like a Royal Salmon. It will make your trek through an endgame dungeon, The Sequoia, much easier. It is also required to obtain the ultimate class armor, which can be found in an area called the Jade Chamber, hidden within the underwater cave network under Gran's Hut.

(By the way, the Map of The Sequoia can be obtained by talking to a Quintar gazing over a cliff at the southeastern side of the Quintar Reserve, who will tell you about the existence of Golden Quintar.)

Obtaining a Golden Quintar is a rather involved process. Refer to the Quintar Breeding page for a step by step process in obtaining one. If you are unable to obtain a Golden Quintar, don't fret, it is not required for obtaining all Crystals, completion of the critical path, or reaching the true final boss.

**Chalice of Tar**

It's time to climb the Chalice of Tar, which is to the west of Dione Shrine. You'll need to carefully navigate the cliffs to the west using the Owl until you reach a set of spikes. There will be rocks and ledges you can use to climb up the Chalice of Tar until you reach a set of caves with some tar in them. There may not appear to be anything here at first, but you'll come across a cave with some platforms out in the tar that you can safely glide to. Navigate those platforms to find the chest containing the Vermillion Book. Refer to the below picture for the initial set of platforms you'll need to use to reach the treasure chest containing the book.

https://cdn.discordapp.com/attachments/810002093250838551/967352427529527346/unknown.png

Exit the cave, and proceed westward, including blind gliding to another cave which has the job master for a job you may not have yet. Refer to the below picture for where you'll need to make that blind glide eastward.

https://cdn.discordapp.com/attachments/810002093250838551/966060254884397166/unknown.png

Continue heading west until you find yourself almost entering eastern Tall, Tall Heights. At this point, you'll need to use the Ibek to proceed to make a tricky diagonal jump, as seen below. From there, you'll need to float east until you reach another set of cliffs that you can use the Ibek to climb.

https://cdn.discordapp.com/attachments/810002093250838551/966060557088223292/unknown.png

You may also ask yourself, what's with all the tar? A Quintar Racing course isn't the only thing here. Go to the highest point you can as close to the tar pit as possible, and use the Owl to float to the center of the tar pits. You might be surprised by what you find.

**Sequoia Athenaeum**

You should already have one of the three books needed to enter the Atheneaum from the Chalice of Tar. The other two books are located in the Jidamba Eaclaneya (within an underwater portion of the timed salmon mount puzzles), and near the wreckage of a ship in the Depths between the Jidamba Tangle and Sara Sara Beach.

https://cdn.discordapp.com/attachments/810002093250838551/966068577197240370/unknown.png

Be careful when exploring that area of the Depths. You might run into one of the bosses inhabiting that region.

With all three books in your possession, you can enter the Atheneaum, which contains several ducks explaining more about the game world's background, providing hints to the existence of several endgame bosses, and several sliding block puzzles that eventually leads to a rather useful key item that will let you open any lock in the game (that you haven't yet found the appropriate key for).

**Castle Sequoia**

With all jobs and critical path mounts in your possession, it's time to clear the critical path. Infiltrating Castle Sequoia is fairly straightforward, though there is one tricky section involving an ice block puzzle. Your goal is to push ice blocks through the small holes to the north to create a path to cross through the tar. You can refer to the below video for the solution if needed.

https://www.youtube.com/watch?v=7lEInKtR3E0

Note that when you defeat the final boss of the critical path, the game will warp you back to the Spawning Meadows, to a point in time before challenging that boss. You'll be allowed to re-challenge them as many times as you want - and you may unlock a harder version of the fight if you are aiming for 100% completion.

Again, as this walkthrough only covers the critical path for the game's main story, there were a fair amount of areas omitted from here. There are quite a number of endgame locations and bosses out there in the world that have little to do with obtaining new mounts and jobs critical to exploration. Use what you've learned to explore and overcome even greater challenges!