Three coloured crystals, a hub with three lights and seven rooms to open. 1 boss, 2 Rainbow Conches.
9 items to collect
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The pirates’ favour takes you to the Abandoned Wizard’s Lab, the dungeon from the game’s demo. Everything turns on a central hub: you find coloured crystals and place them on pedestals lit by up to three light sources, and each combination of colours opens a different room. Each room has its own theme (warp holes, combat, fishing, block pushing, a hidden path), and the last one holds the Chromatic Apparition and the Coin of Undeath Accord the pirates want.
Checklist
Chest
Where
Contents
Green Crystal chest
Entrance hall: blow the block north and climb it — required.
Green Crystal
Blue Crystal chest
Green room, revealed by the second press of the pink switch — required.
Blue Crystal
Abandoned Wizard’s Lab chest 1
Cyan room: down in the water, under the platform with the switch.
Rainbow Conch
Red Crystal chest
Cyan room, appears in the waterfall after the third fight — required.
Red Crystal
Abandoned Wizard’s Lab chest 2
Reward for solving the red room’s block puzzle.
Mage-Knight Armor
Abandoned Wizard’s Lab chest 3
Reward at the end of the yellow room’s path.
Rainbow Conch
Rainbow Conch
Where
Abandoned Wizard’s Lab conch 1
Abandoned Wizard’s Lab chest 1, in the cyan room’s water.
Abandoned Wizard’s Lab conch 2
Abandoned Wizard’s Lab chest 3, at the end of the yellow room.
Boss
Where
Chromatic Apparition
The white room, opened with all three crystals in place.
Getting in
The pirates force a way into the lab for you. After another short scene inside, blow the block north with the Mistral Bracelet and climb it to a chest with the Green Crystal.
On the left are a camp and a save point. This is the hub, and you’ll come back to it after every room.
Place the Green Crystal on the lit pedestal on the right and enter the green room.
The green room
A fight starts straight away against Arcane Sentries, small machines that throw the energy balls floating over their heads. Time your blocks.
The switches:
Press the pink switch first; it sits up at the room’s northern end.
Follow the room round clockwise to the blue switch and hit it.
Go south, then right, then up and left, and drop down to the pink switch again. The second press reveals a chest.
Climb back up to it for the Blue Crystal.
Return to the hub, take the green crystal off and put the blue one on.
The blue room
This room is built around holes that warp you somewhere else; the arrows on the floor show where each one comes out.
Jump into the top hole and climb up to an easy fight with Wanderers. Continue right, take the hole there and go north to fight Sentries.
Carry on to a lower area, climb the ladder and hop along the thin ledges heading south. Drop into the hole and press the green switch.
Ground appears nearby with enemies on it, including Croubes. Win, then press the pink switch.
Jump into the hole you just opened and hit the switch beyond it. A path on the right of the starting area opens. Go back to the start and walk right to take it, then go north and press the button: a second light turns on in the hub.
Back in the hub, set the Green Crystal on the newly lit pedestal to open the cyan room.
The cyan room
This one is all fighting. Before the first battle, go down into the water and check under the platform with the switch: a half-hidden chest holds a Rainbow Conch.
Back on the dock, the switch there sets off the first battle.
Heal, then blow the block along to the end to reach a second switch: fight two. The third, easier fight is on the switch where the block used to be.
When it’s over, a chest appears in the waterfall with the Red Crystal. Heal and save before moving on.
In the hub, swap the green crystal for the red one to open the purple room.
The purple room and the Golden Watch
Climb the cliff to a switch, which lets you continue up to the top. There’s a well there; speak into it and someone below asks you to fish up the Gold Watch they lost.
The pond here only has Lunar Trout, but one of them glows. That glowing fish carries the Golden Watch.
Give the watch to the voice in the well. In return you get another light button: press it and the third light in the hub comes on.
Return to the hub and leave the red crystal where it is: the red room is next.
The red room: block puzzle
Three blocks, two switches to the north to cover, and barriers in the way, each one switched off by a floor switch. Pushing a block off certain edges warps it across the room.
Step
Block
Where it goes
1
Left block
Onto the blue switch
2
North block
Onto the white switch
3
Right block
Up, then right (it warps across), then on until it sits north of the blue barrier
4
Left block
Left (it warps), then onto the green switch
5
The two middle blocks
Onto the two northern switches
The reward is the Mage-Knight Armor: excellent magic defence, but only average physical defence.
Back in the hub, add the Green Crystal again to make yellow.
In this room the symbol on the floor shows the safe route ahead. The first one points to the middle jump, which drops you into a fight.
Afterwards climb the stairs on the left. Another switch shows the next stretch; follow it to a second fight.
Next come two sets of stairs, with two runes that show which steps to take. Follow them north to the end of the room and a chest with a Rainbow Conch.
Pressing the nearby left-hand switch creates a quick route back to the room’s start.
Boss: Chromatic Apparition
Garl spots it first, and then the fight begins. Some attacks hit hard and the summons can hurt, but with steady healing and good timed hits it isn’t a difficult fight.
Move
What it does
How to handle it
Normal attack
A huge conjured fist crashes onto one character, roughly 27 damage.
Block it.
Orb Throw
Conjures dark orbs and hurls them at one character in waves, about 60–65 damage in total.
Block every wave. It first showed up right after a failed charge.
Arcane Singularity
The charged move: a vortex swallows the whole party and spits it out. A weakened one did about 15 to everyone; at full power it should hurt more, though we couldn’t confirm by how much.
Every lock you break weakens it, even if it still goes off.
Summoning
Calls a Crystal Tulip, which explodes for huge damage if its charge completes.
Destroy it, but only once it starts charging: before that your hits do 0 damage.
Shapeshift
Changes shape; some shapes shrug off your attacks, others take full damage.
Save your strongest moves for the vulnerable form.
Its charges are long, usually 4 turns, so you have time to break them, though that isn’t always the best use of your turns.
Keep the combo gauge filled for healing and hold back at least two boosts for when a Crystal Tulip appears.
Stay on the attack between heals and it goes down quickly.
Back to Brisk and the crossing
The fight earns an achievement and the Coin of Undeath Accord.
Return to Brisk and speak with the pirate captain waiting by the water. Once you’ve seen their vessel, nothing else needs doing in town, so start the voyage.
The voyage takes the rest of the day, and on the way you see that the Vespertine is more than a legend.
You land at the Docks, and the pirates go ahead to the Town of Lucent. Follow them: Chapter 7.