Chapter 13: Lake Docarria, the Sacred Grove and Docarria Village
A shell, a shrine and an underwater village where conches finally pay off. No boss, 1 combo skill, 1 recipe, 4 conches.
13 items to collect
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From the Jungle Path the trail leads to Lake Docarria and its fish-like guardian, who sends you to a shrine in the Sacred Grove with a seashell. Once that shell lets the party breathe underwater, the lake’s whirlpool takes you down to Docarria Village. This is where Mirna’s Market of Marvels finally trades items for your Rainbow Conches — including the building plans Mirth needs — and where the temple sends you on towards the Tower of Antsudlo.
Checklist
Chest
Where
Contents
The Sacred Grove chest 1
At the time puzzle, drop off the southern ledge and enter the cave under the water.
Coral Daggers
The Sacred Grove chest 2
Past the time puzzle and the fight that follows: jump into the water on the right; it sits under the waterfall.
Rainbow Conch
The Sacred Grove chest 3
At the fork just before the shrine, take the left branch.
Sapphire Ore
Docarria Village chest 1
The house just right of the inn: press its switch and ride the whirlpool to the private room.
Rainbow Conch
Docarria Village chest 2
The house behind the conch shop, reached through its whirlpool.
Sapphire Ingot
Docarria Village chest 3
Climb the back wall of the shop, go down its whirlpool, then up the northwest whirlpool underwater.
Old Coral Vase
Docarria Village chest 4
Same route as chest 3; step outside at the top.
Rainbow Conch
Rainbow Conch
Where
The Sacred Grove conch
The Sacred Grove chest 2, under the waterfall.
Docarria house conch
Docarria Village chest 1.
Docarria northwest conch
Docarria Village chest 4.
Docarria grandpa conch
Reward from the old man on the right side of the village once all three grandchildren are found.
Recipe
Where
Bouillabaisse
Sold at the Docarria Village shop for 144 gold.
Combo skill
Where
Moon Shiv
Valere and Serai. A scroll in the raised area above the Sacred Grove time puzzle.
Lake Docarria
As the party looks around the lake, Serai seems about to tell everyone something, and Garl speaks up first. The bell you need is in the northwest corner: swim to it and ring it to raise the way forward.
Inside the building, the fish-like guide asks you to choose a shell. There’s no real choice — Garl grabs one for you — and you leave with the Seashell.
The guide opens the exit and tells you to take the shell to a shrine. That’s the Sacred Grove, north of the lake on the world map.
The Sacred Grove
The grove is a short climb. Follow the path upwards and ignore the water; where holes block the way, grapple onto the hooks to bridge them. The enemies are ones you’ve already fought on the Jungle Path.
When you reach the time puzzle, look south first. Drop off the ledge there and go north into the underwater cave for a chest with the Coral Daggers.
Change the time to trigger the upper timer, then hurry onto the north pedestal. It lifts you to an area with one easy fight and a scroll: Valere and Serai learn the combo skill Moon Shiv.
Once down again, set off the bottom-right timer first and the bottom-left one second; that lifts the western pedestals.
Hop over to them without wasting time and climb the trail beyond into one more easy battle.
After that fight, look right: you can jump into the water and find a chest tucked under the waterfall with a Rainbow Conch.
Keep going north to a fork just before the shrine. The left branch ends at a chest with Sapphire Ore; the right one leads to the shrine itself.
At the shrine, a scene anoints the shell and you come away with the Magic Seashell. The party can now breathe underwater.
Try it straight away: jump into the water and use the whirlpool. Underwater, head south and pick up two Prawns; the exit drops you back at the start of the grove, which saves the walk down.
Return to Lake Docarria, speak to the guard in the building again, then dive into the lake’s big whirlpool to reach Docarria Village.
Docarria Village: the inn and the first houses
Start at the inn: rest, then try Wheels. Winning the Championship Game here gives the Engineer Figurine. Details are on the Wheels page.
Go into the house on the right, across from the inn, hit the switch inside and follow the whirlpool to a private home with a chest: a Rainbow Conch. The adult living there is a merchant who wants to move; tell them about Mirth and they’ll relocate there.
On the right side of the village, an old man asks you to find his three grandchildren, who are playing hide-and-seek. You’ll come across all of them while exploring.
Mirna’s Market of Marvels
Just north of the old man is the shop that trades Rainbow Conches for rewards. After a long chat with its owner, you can see how many conches each reward needs:
Reward
Conches needed
Something Social
4
Something Useful
11
Something Transactional
19
Something Bountiful
22
Something Shrewd
27
Something Healthy
35
Something Relaxing
39
Something Potent
47
Something Meta
60
With 32 conches handed in (counting the one from that first house), the first five rewards were the Inn Plans, Cornucopia, Shop Plans, Fishing Hut Plans and Falcon-Eyed Parrot.
The next building to the left is the temple, your main objective; leave it for the end. The one after that is the shop:
Item
Price
Tomato
1 gold
Onion
3 gold
Bouillabaisse
25 gold
Recipe: Bouillabaisse
144 gold
Pearlescent Apron
79 gold
Docarri Armor
82 gold
Coral Staff
100 gold
Coral Sword
100 gold
Coral Daggers
111 gold
Behind the shop:
Climb the back of the shop and dive into the whirlpool. Take the next whirlpool to another home: grandchild 2 of 3.
Go back to the whirlpool and head northwest into the next house. Its chest has an Old Coral Vase, and grandchild 3 of 3 is hiding here too.
Outdoors, right by that house’s exit, a chest holds a Rainbow Conch.
Drop down from there as a quick way back and talk to the grandfather: he gives you another Rainbow Conch.
The temple
When you’re done exploring, enter the temple. The scenes reveal that Serai shouldn’t even be here, and add several new prophecies.
You leave with a new destination: the Tower of Antsudlo, the huge tower on the west side of the island. Head north through the waterfall and follow the path to its base: Chapter 14.