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Castle Vann

Castle Vann is the sixth official Dungeon you will enter in the game. Completing this dungeon is needed to collect all Colors. This will be one of the 2 dungeons that Colorgrave directs you to collect Colors from

### Quest Giver

*Colorgrave;* directs you to the **Castle** for an enthralling color.

### Requisites

*Nightfall;* Return to Vann's Point from the Howling Bjerg.

### Eye Door

*Alexan;* Retrieve all 5 Crest Fragments to open the way.

### Reward

*Heart Ore;* There are 2 Heart Ore within this Dungeon

*Crest Fragments;* Vann's Family Crest, Broken.

*Shattered Soul;* awarded for defeating the boss; 1 of 5 Colors for Colorgrave.

### Loot

*Coin of Crowl;* A special collectable, See Kaelum's Mausoleum.

*Herb Pouch;* A gift for Oakley and can be sold to Zaegul.

### Boss

*Spirit of Vann;* 5 HP [x3], use items for traversing the 3 stages safely; Fall Feather, Anchor Greaves.

### Secret Areas

Expand to see Locations.

    *Lore Room*

- In the North East wing, at the North Wall of the long room with roller traps, Look for the Floor tile telegraph for the Breakable wall.

    *Coin Room*

- An extra well hidden Coin of Crowl is placed below the Boss Room foyer beyond the Eye Door.

    *Crypt*

- The Crypt is a Post Game dungeon only accessible after Act Two.

- Cannot be accessed until you retrieve the Dusty Key from Crocodile.

- See Crypt for dungeon details.

### Lore

Expand to see Readable Text found in this Dungeon.

*Secret Room: **Old Journal** (bottom right)*

"This Blade is evil. When alone, I can hear it's whispers speaking of rebirth and power. And then I saw him. The Red Swordsman. That I killed. He and this Blade are some kind of primordial evil. Raem chose me for this task. It is time I take action. *-Sir Oswin Vann*"

*Secret Room: **Old Journal** (bottom left)*

"The Blade seems to affect my son very much. I had to remove it, and my studies, from the keep. I shall continue my work in the lighthouse. I pray he does not continue to hear its whispers and hauntings. This darkness will die by my hands. *-Sir Oswin Vann*"

*Secret Room: **Old Journal** (top right)*

"I have moved my family to he Northern Frontier. This small port of mine shall be the grave of this accursed blade. With Raem by my side, I devote my life to the destruction of this Blade and its Master. For too long I have prayed to Raem for purpose. A reason to Live. This Blade seems to be the answer. *-Sir Oswin Vann*"

*Secret Room: **Old Journal** (top left)*

"Never in all my days serving King Regnir have I fought such a monster. My comrades were all slaughtered in short order... And I too, nearly found myself at the mercy of his blade. His eyes glow like a predator in the night, his face hidden beneath the shadow of his thick red hair. I, to this day, know not how I managed to best him. I fear luck was on my side that day. His strange Estarosan blade is mine now. I pray he never returns for it. Those eyes are ones I fear will haunt me for many years. *-Sir Oswin Vann*"

*Secret Room: **Object Response***

Poster; "It's not a very good sketch of a swordsman... No way... Is that Bolivar?"

Table; "Someone hit this desk hard."
Revulan

* Portrait
* In-game

A mysterious force that others tremble at the thought of; Revulan. Is she really pulling the strings over the North and South's opposition?

Revulan is a Post Game NPC that serves different functions for Feats, Items, and Lore. Although Revulan is seen once at Vann's Point; Her Default Position is always Upon her Throne in the Pirate's Pier Interior.

### **Species and Marital Status**

A Top Tier **Pirate** who Grant speaks wearily of.

### **Key Items**

*Stindle's Map;* an Item Requisite for reaching Pirate's Pier.

*Ring of Kings;* and Item Requisite for collecting the Storm Blessing
*Storm Blessing;* **1 of 5 Blessings** for Hero's Rest.

### **Key Quests**

*Small Town Hero;* Revulan kidnaps Hugh~ he must be getting used to this.

*Hero's Rest;* Revulan holds the Storm Blessing required for this quest.
Nightmare Loomagnos

Nightmare Loomagnos is a Unique Boss Battle; and is Conditionally Invulnerable to Damage. It will Move along a Horizontal Path; Tracking your Position from above. As it travels it will release different attacks depending on your position.

### Attacks

Flame Wall; A Column of Fire will cut down the stage in a straight line.

Short Range Jab; If you are Close Enough to Loomagnos, it will throw short Jabs at you until you back away.

Long Range Punch; Alternating between One or Both Fists, Loomagnos will charge and release a Long Ranges Punch that travels down a vertical line to the South wall of the stage.

When the Fists hit the South Wall, Boulders and MANY Exploding Barrels will fall from the ceiling.

### HP & Weakness

Nightmare Loomagnos has a total of **32 HP**; and is Conditionally Invulnerable to Damage. *There is a **Damage Cap*** preventing you from Defeating it in one Attack Cycle.

During Nightmare Loomagnos' **Long Ranged Punch Attacks**;

He will be Vulnerable to **Stun by Rust Knuckle**.

When Loomagnos' Fists move away from its body, Punch its Open Shoulders to **Stun** it.

If Loomagnos Attacks with Both Fists, its whole body will be Vulnerable to Stun.

### Rewards

*Clear Stage Six*

- Reach the Next Stage of Daemon's Dive.
Vulhara

* Portrait
* In-game

Vulhara is a Colorless Void NPC that serves functions for Feats, Items, and Lore. She will always be located in Mynir's Bar at the Bottom Right of Colorless Void.

Upon meeting Vulhara, she exclaims "Wow! Another human!" suggesting you aren't the first to enter the void. She also seems to be the trainer for all the monsters, definitely the strongest, and talks about Workout and Nutrition regiments for their siblings.

### **Species and Marital Status**

I think she's an Oni,

She sure likes to Drink.

### **Key Items**

*Cup of Coffee & Tattered Cape;* Item Requisites for the Trader quest.

### **Key Quests**

*Trader;* participate in the exchange of goods for this quest.

*Storytime;* provides a story for this unmarked quest.
Diana

* Portrait
* In-game

Diana is the Proprietor of the Ring Shop; Located at the Vann's Point **Docks** in **Act Two**.

Anytime you get a new ring, Head to her ship at the Docks for information and to Equip it.

Diana's Default Positions are always within her Ship; The Ring Shop.

### **Species and Marital Status**

A Human... is she a Pirate?

She Almost Looks Mon Moan but she's all Grey.

### **Key Quests**

*Hero's Rest;* Equip the Ring of Kings here for collecting the Storm Blessing.
Tess

* Portrait
* In-game

Tess Dent, sister to Nora the Librarian, is the shoe & boot cobbler of Vann's Point. She's a hard worker; there's never a time when she isn't sipping a cup of coffee. But on a quiet day, you can catch her snoozing in her shop.

Mistaking Oran for a dockworker, he meets Tess once again, and lucky enough, he has the shipment she's missing. Her gratitude shines through her love of Estarosa's finest brew. With a hot cup of coffee in hand, Oran carries along helping Bolivar find ore for his sword-smithing. Tess is also one of the characters that can be romanced.

### **Species and Marital Status**

Tess is Single and Available.

Sister to Nora; I wonder what happened to their Parent's.

### **Key Items**

*All Boots;* Conveyor of the Boot Shop

*Quinlan's Boots & Stain Remover;* Exchanged in One Small Favor

*Lost Shipment & Cup of Coffee;* Exchanged in Trader Quest

*Bone Key & Hair Pin;* for Entry & from Completion of Haunted Hall

### **Key Quests**

*One Small Favor;* participates in the exchange of favors.

*Trader;* participate in the exchange of goods.

*Inheritance;* gives you Boots of Graile.

### **Marriage Path**

#### Act 1 or 2

* Pre-stage : Acquire Lost Shipment at the Dock's Warehouse and bring it to Tess.
* 1 : Tess Interaction - Conversation
* 2 : Tess Interaction - Conversation

#### Act 2 Only

* 3 : Tess Interaction - Acquire Bone Key to Haunted Hall
* 4 : Crumbling Wall, left of stairs to Castle Vann - Enter Haunted Hall Dungeon
* Auto Event - Defeat Haunted Hall Dungeon Boss - Acquire Hair Pin
* 5 : Tess Interaction - Give Hair Pin to Tess
* 6 : Tess Interaction - Conversation
* 7 : Tess Interaction - Conversation
* 8 : Tess Interaction from Boot Shop - Graveyard Cut Scene
* 9 : Tess Interaction - Conversation
* 10: Tess Interaction - Confession
* 11: **Proposal**

#### Leigh Dent's Gravesite

8th Stage; You are prompted to join Tess in visiting her mother's Grave.

*If you refuse this prompt;* You will be locked out of this marriage path for this save file.

### **NPC Locations**

You can always find Tess inside the Boot Shop. (Usually Asleep)
Shadow

Shadow is a unique boss battle and is conditionally invulnerable to damage.

Shadow wears the Daemon's Ring, and therefore will repeatedly gain a Prismatic Barrier throughout the battle, this as an added layer of invulnerability that must initially be broken before dealing any real damage. This can be done by dealing any source of damage.

This fight is separated to 3 different phases, all separated by levels of HP. Depleting Shadow's HP will carry you to the next phase.

### Attacks

Shadow's Shadows; Numerous Phantom Shadows will move across the platform in laterally from outside the edge of the arena. They deal damage on contact and will fire off one wave of energy bullets toward all directions.

Quick Snipe; Shadow's true self will spawn at the edges of the stage, parallel to the player's position, and fire a **Fast** Energy Bullet. In phase 3, Shadow teleports to the east side of the arena and fire off several large, slow-moving energy orbs.

Shadow Urchins; Shadow will duplicate himself at several random positions on the stage; each of their bodies will become spiked. Contacting them will damage you. They will detonate releasing a radial spread shot after a time on the stage. The Rust Knuckle can knock down the real Shadow, preventing more Shadow Urchins from spawning, but at minimum at least one will.

Nightmare Bolivar II; During the separate stages of this battle a nightmare version of Bolivar II will join the fight, and use both his *Lance Attack*, and *Blade Swipe* Skills.

Flame Wall: In the third phase, Shadow will create a wall of damaging fire vertically across the stage from the north, segmenting it temporarily. He is vulnerable to attack for this ability, but his shield during so can only be broken by the Pickaxe.

### HP & Weakness

The Shadow fight is split up into 3 stages at **38 HP** each for a total of **114 HP**.

During the first phase, Shadow is only vulnerable to damage at the very beginning of the fight, as well as during the *Shadow Urchin* attack, which can be interrupted with use of the Rust Knuckle. In phase 2 this weakness remains, as well as Shadow Bolivar II being vulnerable to any attack, the two sharing the same health pool, making a Charged Swing attack especially effective. During phase 3, he is also vulnerable while casting his *Flame Wall* ability.

The main way to deal damage is during Shadow's *Shadow Urchin* attack. The first of duplicated Shadow Urchins will have a different, shadowed color over its sprite. This is the true Shadow. Use the Rust Knuckle to interrupt its attack and proceed to damage it, but even if you don't use the Rust Knuckle the true Shadow Urchin will still take damage normally after breaking its shield through any form of damage.

### Rewards

*Daemon's Ring*

- Defeating Shadow will clear Daemon's Dive and award you the Daemon's Ring.

- Here you will also be awarded the Shadowed feat badge.
Grant the Gravedigger

* Portrait
* In-game

A dangerous combination of skepticism & an over-protective nature; Grant the **Gravedigger** is an NPC that serves different functions for Feats, Items, and Lore, and won't ever be too far from Oakley. What did he need those boots for anyway?

Grants Default Positions are just where you'd expect, if not inside his house, are **Marked in Red on the Map Below**.

### **Species and Marital Status**

Much is Unknown about Grant; but he's sure protective of Oakley.

### **Key Items**

*Cursed Bones;* digs a grave site as part of Xavier's Blessing.

*Cleated Boots;* gives reward for the Infiltrator Boot Quest.

### **Key Quests**

*Xavier's Blessing;* plays a vital roll in this quest.

*Infiltrator;* Defeating Biggun of the Cursed Grave opens this quest.

*Oakley;* participates in some scenes in Oakley's Marriage steps.

*Small Town Hero;* takes part in scenes within the Small Town Hero quest.

### **Map Location**

*All Weather*

Dawn; Outside, Right of their home

Day; Outside, Left of Old Mines entrance.

Dusk; Outside, Right Section of Graveyard

Night; Inside their home.
Reunion

**Once you've beaten the game at least once**, you can re-open your save after the Credits and meet all the requisites to Clear the Feat.

**Reunion** is a Post Game Feat which acts as a follow up to the Main Story line. Upon Clearing this puzzle dungeon, you can *remember a tune* with your Harmonica.

The Reflective Crypt is purely puzzles. There are no Enemies, nor is there Loot.

### Requisites

*Clear Setting Moon or Prodigal Sun;* Defeat Bolivar at the Lighthouse.

*Climbing Gear;* Purchased from Hackett for **150 Gold**.

*Harmonica;* Found in the second floor of Pa's House in the Nightstand next to the Top Right Bed.

*Equipment Upgrades;* Flare Knuckle for Not Rust quest & Empowered Hand for Dreader Hand.

*Siska's Workshop;* If opened before attempting to collect Empowered Hand, Hugh must first be rescued.

### Reward

*Remember A Tune;* Interact with the Mirror to remember your Dad's Tune.

*Weapon Chain;* Play this tune at the **Music Box** in your Parent's House.

### Type

This is a Post Game Quest that ties into the Main Story line.

Completing the steps below will award you the **Reunion** feat.

### Steps to Complete

#### Beat the Game Once

* Clear Nightfall; Return to Vann's Point from Howling Bjerg.
* Collect 2 Colors & Clear Time Out I for Color Correction.
* Clear the Lighthouse for Setting Moon or Prodigal Sun.

#### Equipment Upgrades

* Enter the Crystal Caves; Traverse the Caves, counterclockwise from **Freezing Crystal**;
* Enter the right-side Doorway just east of the **Freezing Crystal**.
* Interact with the Trapped Chest and agree to open it to acquire the Flare Knuckle.
* Through Kir Hasa, Open Crocasino Backrooms. Speak with Crocodile to receive the Dusty Key.
* If Hugh is still stuck in Siska's Workshop before Talks with Kir, you cannot Open Crocasino Backrooms.
* Clear the Crypt and Collect the Eye of Veritus awarding you the Empowered Hand.

#### Harmonica & Climbing Gear

* Collect the Harmonica from the second floor of Pa's House; Top Right Nightstand.
* Find Hackett in one of his default positions; Purchase the Climbing Gear for **150 Gold**.

#### Reflective Crypt

* Enter the Boneyard Dungeon and follow the Green Warp Statue.
* The Brother is Located within the mini arena room where the Bossy Key was acquired.
* Here you can use the Climbing Gear to travel down the *Chilling Hole*.
* Traverse through the 5 floors of puzzles. At it's end you will come upon a Mirror.

#### Remember A Tune

* With the Harmonica in your inventory; Interact with the Mirror.
* You are Warped Home here; make your way towards the Mountain again.
* Use the Climbing Gear to traverse the Ridge at the Right of the Crystal Caves entrance.
* Enter your Parent's House here and interact with the **Music Box**; Top Right Nightstand.
* Watch the scene here and be awarded both the Weapon Chain, and a Feat Badge.

### Map Locations

**GREEN :** Hackett's Default Positions for acquiring the Climbing Gear.

**BLUE :** Flare Knuckle from Crystal Caves, Empowered Hand from Crypt, Harmonica from Pa's House.

**RED :** Clear the Reflective Crypt found in the Boneyard; then head to your Parent's House.
Nightfall

**Nightfall** completes the First Act of the Story; making significant changes to Vann's Point. Once you enter Castle Vann with the Hallowed Key you will start a seried of Scenes and an Interlude.

    This interlude leads you through sections of Vann's Point floating in a black void. Circling Clockwise brings you to the Docks. Interact with the **Dockmaster** here.

This will Bring you to the Howling Bjerg; starting Act 2. Be sure to **Save** through your steps and consider what more there might be to do before ending the first Act.

### Quest Giver

Bolivar will point you towards the Dungeons which hold the smithing materials he needs. Nora will give better details about the locations of these materials. Otherwise, you can explore these dungeons without directive.

### Requisite

*Homecoming;* Clear the Game's Introduction.

*Main Equipment;* Pickaxe, Dread Hand, Lariat, Rust Knuckle

*Smithing Materials;* Shaedrite, Drowned Ore, Miasmic Extract, Broken Sword

*Hallowed Key;* Open the Gates of Castle Vann to get End of Act One scenes.

### Reward

*Open Act Two;* Gain Access to New Dungeons, NPCs, Shops, & the Colorless Void.

### Type

This Series of Steps is necessary to carry through the Main Story.

Completing the steps below will award you the **Nightfall** feat.

### Steps to Complete

#### The Shaedrite

* Enter and Clear the Boneyard dungeon; rewarding you the Shaedrite (visit Bolivar).
* Here you will also Collect the Dread Hand.

#### The Drowned Ore

* Clear Mariana's First Arena Trial to acquire the Rusty Key.
* Enter and Clear the Tidal Mines; rewarding you the Drowned Ore (visit Bolivar).
* Here you will also Collect the Lariat.

#### The Miasmic Extract

* Interact with the Dry Fountain on the Wall just North of the Arena, South of Ashwood's Mansion.
* Enter and Clear the Dry Fountain dungeon; rewarding you rhe Miasmic Extract (visit Bolivar).
* Here you will also Collect the Rust Knuckle.

#### The Broken Sword

* At the West side of the Crocasino Game Room; walk to the Pair of Broken Slots.
* Use the Rust Knuckle to Punch them aside, revealing the entrance to the Crocasino Vault.
* Enter and Clear the Crocasino Vault; rewarding you the Broken Sword.

#### Every Sword Needs a Sheath

* Visit Bolivar and turn in the 4 above Items; rewarding you the Hallowed Key which Opens Castle Vann.
* Interact with the Key Hole at the Castle Vann Gate and carry through the following events.

#### The Void

* Waking in the dissociated state of Vann's Point will Clear Act One.
* Head through the black void between different areas; North, East, then South.
* You can interact with objects and NPC silhouettes & get *internal dialogue*.
* Interact with the Dockmaster Silhouette and advance the story to the Howling Bjerg.

### Map Location

**RED**: Dungeon Locations

**BLUE**: Bolivar's Locations

**GREEN**: Castle Vann Gate
Nightmare Rat

The Rat Potion follows a Randomized Movement Cycle, Rolling in Diagonal lines, Releasing a Flame Wall behind it as it travels, and Moving in Random Directions; It is conditionally Invulnerable to Damage.

### Attacks

Roll Over; If you come in contact with the Rat Potion, you will take damage.

Trail of Flames; A Ball of Flame will appear in any space the Rat touches, leaving a Flame Wall Trailing behind it. The distance traveled after Punching the Rat does not count as touching ground.

Rock Slide; If the Rat Potion makes contact with a Wall, **MANY Rocks & Exploding Barrels** will fall from the ceiling onto random points of the stage. These Exploding Barrels will release a more Advanced Spread Shot than it's previous form.

In the Polar Points of the Stage are Spiked Balls. These are the only Objects in the room that will deal damage to the Rat Potion. The Rust Knuckle is Necessary to Knock the Rat Potion into these Spiked Balls.

After each time the Rat Potion takes damage, Pillars ahead of the spiked balls will randomly Open or Close, possibly blocking the way. There will always be one Open set of Spike Balls during an Attack Cycle.

This enemy does not directly target you; it's movement is entirely random. Given that, you can use endurance to your advantage. Stay defensive, and there's a good enough chance that Rat Potion will roll into the spike walls on their own.

### HP & Weakness

Nightmare Rat has a total of **5 HP**.

Consistent Movement is a good start to avoiding all falling obstacles. Extended Immunity by Dream Sundae or Golem Ring is also helpful if the amount of Bullets are too much to dodge.

Keeping at least 2 Polar Points in view is good for determining what direction to Punch the Rat Potion towards. More often then not, the Eastern Most set of Spiked Balls is Open.

### Rewards

*Clear Stage Three*

- Reach the Next Stage of Daemon's Dive.
Bolivar

* Portrait
* In-game

A Unique NPC that serves many functions for Feats, Items, and Lore. Bolivar is from Estarosa, came to Vann's Point some time within the decade you've been in the South.

Taking a role as the Blacksmith's Apprentice under Pa Darrow's tutelage, the town seems to have taken a liking to him. Even Keaton speaks well of him. He mentions that his Brother thinks he's dead...

If not inside Pa's House; Bolivar's Default Locations will be

**Marked on the Map Below in Red**.

### **Species and Marital Status**

Your Grandfather's Apprentice; says he is from Estarosa.

### **Key Items**

*Shaedrite, Drowned Ore, Miasmic Extract, Broken Sword;* part of Nightfall.

*Hallowed Key;* given to you after turning in the 4 above Items.

### **Key Quests**

*Homecoming, Nightfall, Setting Moon, Prodigal Sun;* vital participant.

### **Map Location**

*All Weather*

Morning - Second floor of Pa's House, standing near bottom right Bed.

Afternoon - First floor of Pa's house.

Dusk - Outside Pa's house, hammering something at the anvil.

Night - In the Forest South of the Crocasino.

### Trivia

Bolivar's Dialogue leading to the acquirement of the Hallowed Key will change if you bring him all 4 Materials at once.
Heretic

## Heretic

### Requisite

Beat the Game Once
Defile One Altar
Clear Act Two

### Type

Post Game
Feat

**Heretic** is an Altar Feat, which when achieved will award you a Feat Badge.

Altars are **only accessible after beating the game once.**

### Requisite

*New Game + ;* Start a new game after clearing Setting Moon once.

*Altar Realm;* Destroy **At Least One** Altar to Clear this Feat.

*Clear Setting Moon or Prodigal Sun;* Defeat Bolivar at the Lighthouse.

### Type

This is a New Game + *Game Mode* for the Main Story line.

Completing the steps below will award you the **Heretic** feat.

### Steps to Complete

If you have not beaten the game yet, the following steps will not be doable.

#### Enter The Altar Realm

* **Before Entering Pa's House**, interact with the Blue Hooded Figure outside.
* You will be brought to an unknown realm which contains the Altars.
* Interact with **At Least One** and agree to defile it.
* Speak to the Blue Hooded Figure again to return to Vann's Point.

#### Beat the Game

* Clear Nightfall; Return to Vann's Point from Howling Bjerg.
* Collect 2 Colors & Clear Time Out I for Color Correction
* Clear the Lighthouse and Defeat Bolivar II or Var.
Bunny Key

A Quest item necessary only for Breaking Caroline out of Jail in the Crocasino Vault. Strange way to save a damsel.

### Description

*A key with the head of a bunny. Crocodile sure is strange.*

On pick-up: *Bunny Key. Who the heck has a bunny key?*

### Effects

Found in Crocasino Vault, used for opening the Jail Cell Caroline is stuck in.

### Requisite

*Equipment;* Pickaxe, Dread Hand, Lariat, Rust Knuckle.

### Location

*Crocasino Vault;* South of the Jail room there is a series of obstacles that will lead to the Bunny Key, within a Chest.

### Type

This is a Quest Item, necessary for opening the Eye Door of Crocasino Vault dungeon.
Magnet Ring

The Magnet Ring is a wearable piece of equipment providing static augments to your player status. **Once you've beaten the game at least once**, you can reopen your save after the credits and meet final requisites to collect this item. You can also start a new save and access this item at any point after clearing Act One.

### Effects

* This will **automatically collect dropped items** and gold from any source, from any where in the occupied room. No more losing gold down pitfalls either.

### Requisite

*Beat the game once;* clear the Lighthouse through Setting Moon & Prodigal Sun.

*Talks with Siska;* cycle stages with Hugh and Siska found at Sheriff's Place and Red's Inn.

*Ashwood's Dinner Party;* talk with Hugh *again* and receive the invitation for the Party.

*Murder Mystery;* uncover the 3 main clues, accuse the Butler and share the clues with Hugh.

*Hugh gets nabbed;* after the party, enter Red's Inn for a scene.

### Location

*Siska's Workshop;* traverse the **Crystal Key challenge** within Siska's Workshop to acquire this Ring.

*Siska's Workshop crystal key;* From the foyer, 5 rooms north, door brings you to next floor, 1 east, 2 north, door brings you back a floor, head through the doorway on the bottom right end of this room, now start left and traverse the obstacles while following the room west, then south. Here you will see the *Crystal Key*.

*Siska's Workshop crystal chest;* with the Crystal Key or an Ice Key, head back north, then east, stay east through the Mecha Vanns to the very top right doorway. Enter and head right to grab a normal key. Exit left and stay left, circle down and unlock the normal lock, and the crystal lock a bit further south. Head back for another Crystal Key and come back to this spot. Stay south and enter the bottom doorway, traverse the room to the next doorway, clear the mini arena and circle around again to the next doorway. Here you will find the **crystal chest**.

### Type

Once you complete the game once, you can access this item from the current or a new file.

Equipping this item will magnetically attract all enemy and object drops to you.
Tidal Frog

The Tidal Frog follows a simple attack cycle; and is conditionally Invulnerable to Damage.

### Attacks

Leap Attack; Leap 2 or 3 Times; Landing on a Targeted Point where the player is standing;

Barrel Attack; When returning to the Right End of the stage, Frog will spit out a Wooden Barrel.

This Wooden Barrel is Necessary to break through the Frog's Invulnerability. Contacting the Frog with the Barrel will grant a duration of Vulnerability to deal damage in.

This is usually done by returning the Barrel with a Pickaxe Shot.

### HP & Weakness

Tidal Frog has a total of **9 HP**.

Consistent Movement is a good start to besting the Frog's attack cycles. Watch for the Shadow and time the fall. You will see the shadow stop chasing you, which is the precursor to the fall. Learn the timing and you can decide where the frog falls.

The Wooden Barrel Must Contact the Frog to Break its Invulnerability. Once it releases a Wooden Barrel, you can use the Pickaxe to return it. You can also Lariat the Barrel to stop it's track, goad the Frog to drop between you and the barrel, and pull the barrel into the Frog.

### Rewards

*Drowned Ore*

- An Item Requisite for Clearing Nightfall.
Leer

* Portrait
* In-game

Leer is a Colorless Void NPC that serves functions for Feats, Items, and Lore. She will always be located in her Home at the Center Right of Colorless Void. She's ready to go on the assault now with that bow you brought her. Mentioned breaking orders?

### **Species and Marital Status**

A Harpy; definitely has disdain for Humans.

### **Key Items**

*Hunting Bow & Down Pillow;* Item Requisites for the Trader quest.

### **Key Quests**

*Trader;* participate in the exchange of goods for this quest.

*Storytime;* provides a story for this unmarked quest.
Siska's Workshop

Theres so much mechanical noise coming from the building, you can almost hear a beat playing. Once you've beaten the game, you can re-open your save after the Credits and enter this dungeon. You can also start a new save and access this dungeon after Clearing Nightfall.

Siska's Workshop is a Marriage Dungeon; Completion of this dungeon is required to marry Siska, and/or to help Hugh marry either Siska or Caroline through the Wingman quest. Vice Versa; choosing Siska for Marriage is not required to access and complete this dungeon.

### Requisites

*Beat the Game Once;* clear the Lighthouse through Setting Moon & Prodigal Sun.

*Talks with Hugh & Siska;* once by entering the Sheriff's Place, and once by entering Red's Inn.

*Ashwood's Dinner Party;* Talk with Hugh *again* and receive the invitation for the Party.

### Access Points; Lariat

   *Act 1;* From the Northeast corner of the Graveyard, see the boarded-up Purple House with **3 Wooden Barrels** next to it. Work the Barrels into the **Water Pit** just North. there is a 4th Wooden Barrel on the other end of the pit to complete the path. Lariat to the Metal Barrel up on the ledge to the left.

   *Act 2;* Passed the Castle Vann Gates in the Left Side Courtyard, where the entrance to Daemon's Dive sits; occupy the top nook and hang left. You will see a Green Hook and a Heart Ore. You can reach the Green Hook from here with the Lariat. Then Lariat to the Metal Barrel up on the ledge to the left.

### Crystal Key Challenge; Magnet Ring

    *Crystal Key;* From the Foyer, 5 rooms North, door brings you to next floor~ 1 east, 2 North, door brings you back a floor~ head through the doorway on the bottom right end of this room, now start left and traverse the obstacles while following the room West, then South. Here you will see the *Crystal Key;* grab it.

     *Crystal Chest;* From the Crystal Key, Head back North, then East through the herd of Mecha Vanns to the top right doorway. Head right 1 room for a normal key. Exit left and stay left, circle south and unlock the Normal & Crystal Locks. Head back for another Key and return to this point. Hit the South doorway, wrap around the room next doorway, clear this room again circling to the next doorway. One last herd of Mecha Vanns to the Chest.

### Reward

*Rescue Hugh;* necessary for progressing the Post Game Story Line.

### Loot

*Coin of Crowl;* A special collectible; See Kaelum's Mausoleum.

*Magnet Ring;* requires Crystal Key, 3 rooms south of the first **Crystal Lock**.

### Boss

*Destroyer Jr;* No HP, requires Knockback with Pickaxe or Rust Knuckle.

*The Destroyer 9000;* 18 HP, Hit White Arm-Joints to open Vulnerability.

### Secret Areas

There are no known secret areas within the Siska's Workshop...
Illusion Ring

The Illusion Ring is a wearable piece of equipment providing static augments to your player status. **Once you've beaten the game at least once**, you can re-open your save after the credits and meet final requisites to collect this item. You can also start a new save and access this item at any point after clearing Act One.

### Description

*The ring is etched in another language.*

### Effects

* Turns you **transparent** after you are standing still for a time.

### Requisite

*Beat the Game Once;* clear the Lighthouse through Setting Moon or Prodigal Sun.

*Flare Knuckle;* found in the Crystal Caves, necessary to reach the ring's location within Time Out I.

*Time Out I;* Give Colorgrave 2 of 5 these colors: Shattered Soul, Fury Heart, Splinter, Sunset Painting, Frozen Heart.

### Location

*Time Out I;* north from Pa's House, up the stairs and East over the bridge, south from the Crocasino, left into the Forest clearing. Enter the Portal and head to the top center of the Colorless Void. Enter the temple, and warp with the yellow warp statue. Trek back 2 rooms east, 1 room south, head to the left end of this room and use the Flare Knuckle to get to the island platform at the top left corner. Interact with the detailed floor tiles and you will open the invisible chest, rewarding you the Ring.

### Type

Once you complete the game once, you can obtain the Flare Knuckle access this item from the current or a new file.

This is an equipment item that provides **transprency** when equipped.

Head to Diana's Ring Shop to equip.
Skeleton

Skeletons, when Docile, move in a straight line and will change direction after movement. They do not attack you directly.

If you Deal Damage to them, they will become Enraged, and quickly chase after you to retaliate. They are smart enough to get around objects to get to you.

### HP & Weakness

Skeletons have **4 HP** total.

They are vulnerable to all damage types.

The Lariat will Pull them towards you;

However, this will Enrage them, causing them to attack you directly.

Pulling them over an object or wall will kill them instantly.

### Drops

Skeletons will drop Gold.

Frequency of Drops depend on your Luck Stat.
Giant's Monocle

He must be tired to give you a broken eyeglass for this huge pillow but... surely someone can make use of this.

### Description

*Half of a giant's glasses. Terrifically useless.*

On pick-up: *Giant 'Monocle'! Half a pair of spectacles... How useful.*

### Requisite

*Down Pillow;* Deliver this to **Burg** in the top left corner of the Colorless Void to acquire the Giant's Monocle.

### Location

    *Burg's House;* From Leer's House, return towards the forest portal, and move to the top left corner of the Void map. Enter the house with the Heart Ore on its left side.

### Type

This is a quest item required for completing the Trader side quest.
Ashwood

* Portrait
* In-game

A Lord from the South, living with a Butler and a Maid. Trains with weapons during the day, but I'm not sure what else he does. At least hes respectful about the deceased. Ashwood is an NPC that serves different functions for Feats, Items, and Lore. Ashwood's Default Positions are always within his Mansion.

### **Species and Marital Status**

A Human of Royalty from the North;

He is looking to get Married.

### **Key Items**

*Silver Mirror;* a Unique Grelin Drop which Ashwood's Mother originally owned.

### **Key Quests**

*Color Correction & Collection*; participates in steps to acquire Sunset Painting.

*Ashwood's Dinner Party; a requisite for Wingman & Small Town Hero quests*

*Tamed;* Help Ashwood Get Married through this quest.

### **Tamed Path**

#### Beat the Game Once

* Clear Nightfall; Return to Vann's Point from Howling Bjerg.
* Collect 2 Colors & Clear Time Out I for Color Correction.
* Clear the Lighthouse for Setting Moon or Prodigal Sun.

#### Tara's Wish

* If you've had *Talks with Tara* before Ashwood's Dinner Party, you will have the choice to **Marry Tara & Ashwood** together. This is part of the Steps to Marry Tara yourself, and so, marrying Tara & Ashwood disrupts the ability to marry Tara, and to complete the **Tamed** quest as intended. You can decide during Tara's Marriage steps to prevent her and Ashwood from Getting Married. This will allow for both Tamed and Marriage with Tara to be completed. However, if you have not progressed through Tara's Marriage Path, you can skip to the next step.

#### Talks With Siska

* Follow Marriage Steps for Siska;
* One Scene in Sheriff's Place with Siska & Hugh.
* One Scene in Red's Inn with Keaton, Siska, and others.

#### Party Invitation

* After Siska Breaks the Wall down at Red's Inn; Interact with Hugh Twice.
* Here you will receive an Invite to Ashwood's Dinner Party.
* If you aren't ready to go, you can refuse the invitation and return another day.

#### Ashwood's Dinner Party

* Inside Ashwood's Mansion, Interact with the **Kitchen Fireplace**.
* Enter the right side bedroom and Interact with the left side **Bed**
* Next, Interact with the **Journal** on the nightstand next to the same bed.
* Speak with the Butler twice and answer YES to the following prompt.
* Speak with Hugh to share all the clues you have found.
* This will end the dinner party.

#### Talks with Ashwood

* Enter Ashwood's Mansion again for a scene.
* Enter the town Church of Raem for a scene.
* Enter the Mansion again and Interact with **Ashwood**.
* **Sleep** and Interact with him **once again**.

#### Quinlan's Blessing

* Enter Quinlan's Place for a scene.
* Enter Ashwood's Mansion once again for a scene.
* **Sleep**, then Enter the Mansion again and Interact with **Ashwood** once more.
* **Sleep** and Interact with him **yet again** for a scene.

#### Tamed

* Enter Quinlan's Place one last time for the final scenes.
* Here you will watch a Wedding Scene between **Ashwood** & Lynn.
* And will you be awarded the **Tamed** Feat.
Bolt Anchor

The Bolt Pickaxe is a Final Pickaxe Upgrade, awarded for collecting all 13 Coin of Crowl and entering Kaelum's Mausoleum. Once you've beaten the game, you can re-open your save after the Credits and complete the requisites to Collect this Item. You can also start a new save and access this Item at any point after Clearing Act One.

### Description

*It's quite heavy... Reminds me of Amadeus. It seems to seep salt water.*

On pick-up: *Bolt Anchor! There's a note... You've proven yourself as a protector of the North. Take one my weapons and make Darrow proud.*

### Effects

* *Increase base damage by 2;* this will add +2 to your base damage, or +1 from the Blessed Pickaxe.
* *Fire lightning bolts at distant enemies;* Your pickaxe's charged swing attack will now release lightning bolts from the sky at 2 enemies in the room randomly.

### Requisite

*Clear Setting Moon or Prodigal Sun;* Defeat Bolivar at the Lighthouse.

*Anchor Greaves;* acquired through Trader quest, used to enter the **Mausoleum**.

*All 13 Coins of Crowl;* acquired from the game's dungeons, used to open **Kaelum**.

### Location

*Abandoned Beach House;* At the very southeast end of the Vann's Point overworld is an Abandoned Beach House. Enter the house and fall into the water pit at the top left corner while the Anchor Greaves are equipped. Because the Boots of Graile share the same powers as the Anchor Greaves, they can also be used this way.

### Type

Once you complete the game once, you can access this item from the current or a new file. This is an actively usable piece of equipment; Upgraded from the pickaxe or Blessed Pickaxe through the unmarked side quest Kaelum's Mausoleum. It is automatically equipped.

### Map Location

**BLUE** ::: Mausoleum Location

**RED** ::: Coin of Crowl Locations
Grelin

Grelin are small cloaked creatures that like to steal things. They're always equipped with a boomerang that has a range of **5 spaces**

### HP & Weakness

Rats have **2 HP** total.

They are vulnerable to all damage types.

The Lariat will pull them towards you;

Pulling them over an object or wall will kill them instantly.

### Drops

Grelin will always drop Gold & Herb Pouches.

In Act Two, as part of the requisite for collecting the Sunset Painting;

Grelin will have **Unique Drops**. They are as listed;

* Silver Mirror : Belongs to Ashwood found at his Mansion.
* Painting : Belongs to Lynn, usually at Quinlan's Place or the Church.
* Wedding Ring : Belongs to Quinlan, found at his place.
* Holy Relic : Belongs to Father Xavier, found at the Church of Raem.

Frequency of Drops depend on your Luck Stat. Drops will layer under certain objects if you are Killing the Grelin with an Object or Lariat Pull. The Items can still be retrieved by moving the object, or using the Lariat to catch them. However, they cannot be recovered from pitfalls.
Kir Hasa

* Portrait
* In-game

Kir Hasa came to Vann's Point in search of Crocodile; the man who stole the "Ora Moa" - or 'Eye of God' - from the Mon Moan people. She's strong willed, brave, and empathetic, especially for wildlife. Kir is one of the characters that can be romanced.

### **Key Quests**

*Inheritance & Masked;* Kir's Steps open Crocasino Backrooms

### **Marriage Path**

#### Post Game only

* 1 : Sheriff's Place Door Interaction - Cut Scene
* 2 : Exterior - South of Crocasino, Left of Forest area - Conversation
* 3 : Red's Inn Door Interaction - Cut Scene
* 4 : Just Outside of Crocasino - Conversation with Kir.
* 5 : Sheriff's Place Door Interaction - Cut Scene with Hugh.
* 6 : Kir Hasa's Tent - Conversation
* 7 : Lynn Interaction, any default position - Cut Scene
* 8 : Crocodile Interaction - Entry to Crocasino Backrooms Dungeon
* 9 : Complete Crocasino Backrooms Dungeon - Acquire Ora Moa
* 10: Kir Hasa Interaction - Conversation/Give Ora Moa to Kir
* 11: Kir Hasa Interaction: New Default Positions - Conversation
* 12: Kir Hasa Interaction South of Stairs to Crystal Caves Entrance - Conversation
* 13: Kir Hasa Interaction - **Kir Proposes to You**

#### Kir Proposes to you

13th Stage; This is **not** a common proposal;

Kir Hasa will ask you to be with her, but **Mon Moans** do not marry in the same way that other cultures do. However, this shares the same binding agreement as marrying any other character in the game. **If you refuse this Proposal**; You will not get another chance. Kir will eventually Leave Vann's Point.

#### The Elusive Carrot

4th Stage; Kir's request for a **Carrot**;

This is Kir's method to distract you, so she can confront Crocodile without interference. She's caught on to your knight-in-dusty-armor vibes and prefers to face Croc herself. There is not an actual Carrot Item to collect.

#### If Siska Kidnapped Hugh

5th Stage; If you have not rescued Hugh from Siska's Workshop;
Progression through this path will be halted until he is released. Once you clear the Workshop & defeat The Destroyer 9000, you can enter Sheriff's Place and get this stage's cut-scene.

### **NPC Locations**

Kir will not take her default positions until you return the Ora Moa to her.

**BLUE; before Ora Moa :::**

Cutscene at Sheriff's Place

South of Crocasino, Left of Forest area

Cutscene at Red's Inn

Just South of entrance to Crocasino

Insisde her Tent waiting for Ora Moa

**RED; after Ora Moa :::**

All Weather

Morning - Just outside her Tent, Southeast of the Stairs to Castle Vann.

Afternoon - Ahead of the Bench found South Southwest of the Potion Shop.

Dusk - In the Forest, ahead of the Portal to Colorless Void.

Night - Inside her tent.
Turtle

Turtles Move in a set path, always following lateral lines. They do not attack you Directly.

### HP & Weakness

Turtles are Completely Invulnerable to Damage.

As a Heavier Enemy; Using the Lariat will Pull you towards them.

If you have no way to Dodge; The Lariat will **Stun** a Turtle, causing it to **Change it's Course**.

You can also trap turtles underneath red boulders and one-hit blocks.
Kir Hasa's Tent

Someone new in town? A Unique Location found Southwest of Castle Vann's Exterior Walls. In your first playthrough, you will not see **Kir's Tent** until Post Game after clearing Setting Moon or Prodigal Sun. New Games from there will pitch her tent after Nightfall.

### Key Items

*Ora Moa;* returned to Kir Hasa upon Clearing the Crocasino Backrooms.

### Type

*Residence;* the temporary home of Kir Hasa.

### Related NPCs

*Kir Hasa* default positions & scenes for Marriage Steps here.

*Lynn;* participates in scenes for Kir's Marriage Steps.
Pickaxe

The Pickaxe is the Main Weapon. It has are 2 separate attacks; a basic Pick Shot; effecting a full block ahead of you - and a Charged Spin Attack; with an AoE of 2 blocks in every direction surrounding the player. Once you clear Homecoming the various NPCs will **return to their default positions**, and the way to the Old Mines will open up.

### Description

*This is great for mining and self defense in a pinch.*

On pickup:

*Iron Pick equipped! Look out little rocks. It's minin' time.*

### Effects

#### Basics

* Hurl you Pickaxe down upon an enemy and deal **1** base damage.
* Moves most puzzle objects found throughout the game.
* Breaks Small Boulders and Crumbling Walls.
* Perform a **Charged Spin Attack** by holding the action input. Releasing will Swirl you around around, dealing **double your current base damage** to enemies. This affects all moveable/breakable objects in a 2 block radius.

#### Advanced

* When Charging; Standing partially into one block will fully effect a third block that the AoE would then reach. This goes as well for the basic Pick Shot, reaching a second block when standing partially into another. This allows you a reaching advantage when taking the risk of stepping onto the edge of a pitfall, for example.

### Requisite

*Homecoming;* Clear the game's Introduction.

*New Game + ;* You can skip the game's Intro by interacting with the Blue Hooded Figure near Pa's House.

### Location

*Old Mines;* Left of Pa's House, start up the long flight of stairs left of the Boot Shop; then head West. Once you see the Gravediggers House, or the Graveyard; head south. If you reach the Lighthouse Doors, you went to far.

*Pickaxe;* From the Foyer, 1 room North, hit the ladder on the right side of the room, circle counterclockwise to the East doorway, there you will find the Chest containing the Pickaxe.

### Type

This is an actively usable piece of Equipment required to progress anywhere past the Introduction.
Slime

Slimes are **airborne** mobs that will not fall into pitfalls. They move in a set path, always following lateral lines, but Float over Most Walls and Obstacles. Some Slimes are Stationary but still hostile. They do not attack you Directly.

You can crush a Slime with Red Boulders or other heavy objects.

### HP & Weakness

Slimes are Completely Invulnerable to Damage.

As a Heavier Enemy; Using the Lariat will Pull you towards them.

If you have no way to Dodge; The Lariat will **Stun** a Slime, causing it to **Change it's Course**.
Lore

Here you can find a collection of readable & observable lore from Prodigal's dungeons and areas. Together there are books, in-game events and occurrences, environmental story telling, visual clues from color to imagery, object interaction responses, conversations and stories from NPCs, purpose, and even some consideration for who put the items there, locations. There is nothing without reason, but much of that reason is unspoken or scattered.

It is also important to note that, the story of this game is not over. The ending scenes of Setting Moon, Prodigal Sun, and especially Hero's Rest, branch into that which you can influence, and that which you cannot. Together leaving open ends to provide finality elsewhere in repertoire of Colorgrave Games.

### Books & Readable Text

This is a catalog of books and readable lore in the game that reveal bits of the greater encompassing tale. Be wary that you may gain information that you did not intend to, as there is a chaotic interconnection with all things in the game.

### Characters, Items, and Otherwise

There are still clues and stories that come through interacting with Characters and objects, through item pick-ups, through cut-scenes, and so on. Adding all the relative information is ripping the majority of the game's text and adding it here. Lest we take 1:1 scripts from each character and object and sources of imagery and plaster the bulk of text on their respective pages, I will be regarding only library & other open books, secret room books, graveyard headstones, the Crocosino museum of artifacts, papers, and otherwise text considerable enough to be the thing you'd want to look back on when finding a clue elsewhere in the game.
Frozen Cream

**This is a legacy item that has been removed the from the game.**

The Frozen Cream is a one-time Collectible Gift Item for **Mitch**, an Easter Egg Developer Character who is found in the second floor of Red's Inn.

### Requisite

*Beat the Game;* clear the Lighthouse through Setting Moon or Prodigal Sun.

*Equipment Upgrades;* Clear Dreader Hand & Not Rust.

*Alternative;* if Siska Kidnapped Hugh before you've upgraded the Empowered Hand, you can collect this early.

*Open Pirate's Pier;* Clear Ashwood's Dinner Party, Wingman, & visit the Docks for a scene.

### Location

*Crystal Caves;* North of the Stairs found right of the Church, climb the second set of stairs to the left of the Upper-Lake. Ahead of the small flight of stairs is a Breakable Wall. Inside, move the Large Red Boulder to enter the Caves.

*Chest;* From Green Brother Warp Statue; 2 Rooms East, head to the eastern most point of the room; At the south eastern doorway, head 2 rooms South & 1 room West.

### Type

This is a Developer Easter Egg Item, delivered to Mitch, who is one of the Pixel Artists of the game.

Aside from 100% playthroughs, this Item is not required for completing the game.