Dungeons

Dungeons are discovered locations spread out among the various areas of **Vann's Point**. There are several dungeons essential to the story line, some dungeons are centered around specific NPCs, others are found through exploring, and some unlocked from treasures you've found in other dungeons. You will find **Spoilers** for Lore & Secrets on each page.

## Dungeons

### **Main Story**

Old Mines

Boneyard

Tidal Mines

Dry Fountain

Crocasino Vault

Howling Bjerg

Castle Vann

Magma Heart

Time Out I

Lighthouse

### **Unmarked Dungeons**

Cursed Grave

Bandit's Hideout I

Bera's Boss Rush

### **Post Game Story**

Crystal Caves

Waterfall Cave

Crypt

Tidal Mine Ducts

Magma Heart Veins

Reflective Crypt

Pirate's Pier

Time Out II

Daemon's Dive

Enlightenment

### **Marriage Dungeons**

Mariana's Arena

Bjerg Castle

Bandit's Hideout II

Haunted Hall

Crocasino Backrooms

Siska's Workshop

## Basic Systems

**Prerequisites**

Each Dungeon has it's own Prerequisites for entry and completion. Just as well, Progress of the main story line is dependent on the equipment you will acquire within the dungeons, and the items you obtain once defeating each dungeon's boss. For example, the player cannot enter the Boneyard Dungeon until they acquire the Pickaxe in the Old Mines. You can find each dungeon's requisites on their respective pages, linked below.

**Warp Statues**

Dungeons that have warp statues will offer you a waypoint from the beginning of a dungeon to a focal point for progression. Should you end up in the infirmary, these are used to allow you to return to the boss room without having to solve the dungeons puzzles again. Conversely; you can use them to return to town and buff up before the Boss battle. Most Warp statues will start at the beginning of a dungeon and end before the boss room. Others might lead to their own trials.

**Objects & Traps**

Apart from the different Enemies found in almost every Dungeon, there are many reactive objects to find; buttons, barrels, boulders, traps that damage you, chests holding treasure, and more. Usually, these objects will be used to solve puzzles or serve to hinder your progress. Objects & Traps all behave and react in different ways depending on the environment and the use of your Skills & Tools.

**Eye Doors & Bosses**

Most Dungeons have a specific way to open its boss door. Not every one will require a Key, some require nothing at all, and others ask for more than most. Be sure to interact with every door you see and pay attention to their dialogue for a hint on how to open them. Beyond these Eye Doors will be the dungeon's Boss; each having conditional windows of vulnerability, some with greater weaknesses, and some with greater strengths.

**Loot & Lore**

Most Dungeons have Loot, whether behind a puzzle, or behind a **Breakable Wall**. Check on the edges of each dungeon room for any weak looking walls; There will be a **Secret Room** behind it; usually containing loot, and always containing Lore. It is **important to note** that **All Chests can be open from any side**.

## Additional Info

A dungeon is qualified by an area where Oran is able to use his Dread Hand and may also encounter enemies that can damage him.

Entering a Dungeon will reset object positions within the Vann's Point Overworld (i.e. broken rocks are replaced, barrels return to origin points). This differs from entering a resident's home, which will not reset the Overworld's objects.

Exiting or entering any point within a Dungeon will reset all Puzzles and moveable Objects, and respawn all minor enemies within the dungeon.

However; Connected Warp Statues, Opened Chests, Opened Puzzle & Key locks, Defeated Bosses, and Claimed Rewards will all remain as such through the entirety of the game. With the exception of secret areas: Once something is opened, it stays that way.