Chapter 11: the Monarch of Medals, Weirdwood and the Mirage
Your first medal trade, a forest that won’t let you leave, and the Faerie chief’s return. 2 Mini Medals, 2 scrolls, 1 boss.
21 items to collect
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This chapter starts with two easy wins — a new sigil and your first visit to the Citadel of the Monarch of Medals — then heads east into Weirdwood, a fogbound forest that keeps you walking in circles until the game decides you’re properly lost. Beyond it a Mirage has trapped someone the Faeries need. Afterwards there’s loot to collect in the second half of the forest, a quiet inn and the road north to Cantlin.
Checklist
Treasure
Where
Contents
Phantom Mask chest
Citadel: behind the door with the big star, one of the red chests.
Phantom Mask
Elixir chest
Citadel: the other red chest behind the star door.
Sage’s Elixir
Citadel north-west chest
Citadel: the red or blue chest on the north-west side (the other has a scroll).
Pirate King’s Pendant
Sparkle north of the Citadel
In the forest just north of the building.
Asbestos Earrings, Oomph Powder, 173 gold
Pond sparkle
East of the Citadel, just above the pond.
Iron Armour, Ring of Clarity
Siren Sword
Weirdwood, first area (after the fog lifts): north-west of the middle.
Siren Sword
Weirdwood gold
Weirdwood, first area: the far north-west end of the top path.
1,409 gold
Weirdwood west end
Weirdwood, first area: the end of the western path.
Slippery Sap
Weirdwood Cannibox
Weirdwood, second area: west from the entrance, then south. A Cannibox.
Prayer Ring (when beaten)
Thief’s Turban chest
Weirdwood, second area: north over the bridge, then west to the end.
Thief’s Turban
Wayfarer’s Inn drawer
The top-right room of the Wayfarer’s Inn.
Slime Earrings
Sparkle east of Cantlin
In the forest by the mountains, due east of Cantlin.
Light Shield, Edged Boomerang, 613 gold
Mini Medal
Where
Weirdwood medal
Weirdwood, first area: the end of the eastern path.
Wayfarer’s Inn medal
Down the inn’s well: among the rocks in the middle of the room.
Seed
Where
Seed of Defence
Sparkle on the way north-east from the Wayfarer’s Inn bridge towards Cantlin.
Scroll
Where
Reheal Scroll
Citadel: the red or blue chest on the north-west side.
Wild Side Scroll
Reward from the Monarch of Medals at 10 medals.
Focus Pocus Scroll
Weirdwood, second area: straight on from the fork and over the bridge, on the left.
Key item
Where
Moon Sigil
Give the Moonbeam Dew to the Faeries.
Undying Flame
Weirdwood, second area: east at the fork, north over the bridge, at the very end.
Boss
Where
Mirage
Weirdwood, the entrance to the second area.
The Moon Sigil
Warp to the Faerie Village and give the Moonbeam Dew from Quagmire Cave to the workshop. In return you get the Moon Sigil, which strengthens both your attack spells and your healing.
The Citadel of the Monarch of Medals
Warp to the Field of Flowers and walk south-south-east, round the mountain, to a lone building: the Citadel of the Monarch of Medals.
Inside:
The merchant on the right sells excellent gear at very high prices. The Dragonsbane Claws are among them.
The room to the south has a bookshelf listing every medal reward.
Through the door with the big star to the north are three chests. The two red ones hold a Sage’s Elixir and the Phantom Mask; the green one needs the Ultimate Key.
Three more chests on the north-west side: the red and the blue one hold the Reheal Scroll and the Pirate King’s Pendant; the third waits for the Ultimate Key. Reheal heals you a little every turn — very useful when you fight alone.
The woman in red in the main hall lets you rename your hero.
Go upstairs and hand your medals to the Monarch. If you’ve followed this guide you have 21, which unlocks seven rewards at once: Prayer Ring, Scholar’s Specs, the Wild Side Scroll, Glombolero, Dragon Shield, Swallowtail and Banishing Bell.
Save, and leave. The full reward table is on the Mini Medals page.
On to Weirdwood
North of the Citadel, a sparkle in the forest has Asbestos Earrings, Oomph Powder and 173 gold. East of the building, just above the pond, another has Iron Armour and a Ring of Clarity.
Nothing worthwhile lies further north-east. Head south, cross the bridge east and follow the path. Trees block the next bridge; walking up to them takes you into Weirdwood.
Weirdwood: lost in the fog
The fog in Weirdwood isn’t a puzzle you can solve. Paths loop back on themselves and you keep reappearing near the southern entrance. The way out is simply to keep wandering until the game decides you’re lost — it can take a while. Goregons, Treefaces and Lump Mages attack along the way.
Then Gwaelin speaks up: in person if she’s with you, or through the necklace if she’s at the castle. Her words clear the illusion and you get a proper map.
Wherever you end up, sweep the first area using the map:
The end of the eastern path: a Mini Medal.
North-west of the middle: the Siren Sword, an upgrade over Orochi’s Sword.
The far end of the top path, in the north-west: 1,409 gold.
Then continue north into the next part of the forest. The soldiers from Rimuldar turn up in a scene, and the fight begins.
Boss: Mirage
Move
What it does
How to handle it
Attack
About 30 damage each.
Dodgy Dance makes most of them miss.
Swoosh
Wind spell, about 40 damage.
Keep your HP comfortable.
Drain Magic
Steals around 7 MP.
Minor.
Poison, blindness, spell seal
Status effects.
The spell seal is the real threat: keep Reheal running.
Reinforcements
When one falls, a new enemy joins.
Only six have to go down in total.
Several Mirages fight at once, each acting separately. They often waste turns sizing you up or trying to poison you, and each has only about 200 HP.
Keep Dodgy Dance and Reheal active, then take them down one at a time with normal attacks. The fight ends when the sixth falls.
Afterwards you free the one who has been speaking to you in your dreams, and you’re taken back to the Faerie Village.
The Faerie chief
There’s a short wait in the village. Talk to the Faeries around you, including those in the top-right building, until one tells you to go and see the chief.
The chief explains what calling Rubiss takes: the Faerie Flute (you have it, from Kol), the Lyre of Ire, and all five sigils. The next stop is the town of Cantlin.
Weirdwood: the second area
Before heading to Cantlin, warp back to Weirdwood and walk to where you fought the Mirage. The second area is full of treasure.
From the fork:
Straight ahead and over the bridge: a chest on the left with the Focus Pocus Scroll.
Back to the fork, east and then north over the bridge to the very end: the Undying Flame, another sigil ingredient.
From the entrance, west and then south: a chest that’s a Cannibox. Beat it for a Prayer Ring.
North over the bridge and west to the end: the Thief’s Turban. If you wear the Phantom Mask, its extra evasion is worth more than the turban’s defence.
Then go east and north to leave the forest.
The Wayfarer’s Inn and the road to Cantlin
Head north-east to a bridge on your right; the signpost says Cantlin is north. First cross the bridge east and go east-south-east to the Wayfarer’s Inn. Visiting it once lets you warp here later.
At the inn:
The top-right room: Slime Earrings in the drawer.
The old man is a merchant. His Flame Armour costs 34,300 gold; the Flame Shield isn’t worth it.
Down the well is a locked chest for later, and a Mini Medal among the rocks in the middle of the room.
Cross back west and go north-east. A sparkle on the way has a Strong Medicine and a Seed of Defence.
Follow the path over a bridge and cast Safe Passage for the poison marsh. Cantlin is to the south of it. Before you go in, check the forest by the mountains due east of the town for a sparkle with 613 gold, a Light Shield and an Edged Boomerang.