Chapter 12: Mirth, a tour of old places and the Jungle Path
A new village, a round of revisits with the Graplou, then Watcher Island. 1 boss, 1 combo skill, 6 conches.
19 items to collect
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With the survivors settled on their new island, the village gets its name — Mirth — and a long list of things opens up. The headmaster hands over the Coral Hammer and the Evermist Shrine Key, and points you towards Watcher Island and the lost city of Docarri. Before going there, it pays to sail around: the Evermist Solstice Shrine teaches a new combo, and Mooncradle, the Forbidden Cavern and the Elder Mist Trials all hide Rainbow Conches you couldn’t reach before. The chapter ends on Watcher Island’s Jungle Path, where two familiar faces are waiting.
Checklist
Chest
Where
Contents
Ancient Crypt chest 1
First room of the crypt, tucked behind the pillar on the right.
Rainbow Conch
Mirth chest 1
Up on the rooftop of Mirth’s largest building.
Rainbow Conch
Mirth chest 2
Later: once the Fishing Hut is built (Chapter 16), swim north from the right of the hut; it’s on the right-hand side of the pond.
Rainbow Conch
Mirth chest 3
Later: inside the headmaster’s house, after Torment Peak (Chapter 16).
Moraine’s Office Key
Evermist Solstice Shrine chest 1
The large chest revealed by the block puzzle.
Soonrang scroll
Jungle Path chest 1
Left of the starting camp, floating on the water.
Sapphire Ore
Jungle Path chest 2
Swim to the far left, then north: another floating chest.
Question Pack #4
Jungle Path chest 3
Inside the cave to the northwest, guarded by a Garnooy.
Docarri Armor
Jungle Path chest 4
After the Skullpion and Prapra fight north of camp, follow the wall north to a half-hidden cave.
Sapphire Ore
Jungle Path chest 5
Later: after Torment Peak, solve the mirror puzzle so the stone face rises; the chest is up the vines inside (Chapter 16).
Lucent Crystal
Jungle Path chest 6
Later: same cave as chest 5. Jump the gap and follow the path back outside.
Rainbow Conch
Rainbow Conch
Where
Ancient Crypt conch
Ancient Crypt chest 1.
Mirth rooftop conch
Mirth chest 1.
Mooncradle thorn field conch
Clear the thorny field south of the hillside chest, then speak to the woman in the house below it.
Mooncradle bonfire conch
Blow the leaves onto the bonfire in the southeast of the village, then talk to the man there.
Mirth pond conch
Later: Mirth chest 2, once the Fishing Hut exists.
Jungle Path conch
Later: Jungle Path chest 6, after the mirror puzzle.
Combo skill
Where
Soonrang
Valere and Zale. Evermist Solstice Shrine chest 1.
Boss
Where
One & Three
Top of the Jungle Path, past the last save point.
Mirth and the Ancient Crypt
The chapter starts with a visit you can’t skip: a villager sends you up to the Ancient Crypt above the new settlement. Inside, you meet the Cryptwalker, and Zale helps him; the scenes explain what the place is for.
Without a code to enter there isn’t much else to do in the crypt, but don’t leave without the chest half-hidden behind the right-hand pillar of the first room: a Rainbow Conch.
Walking back down triggers a series of warm scenes in the village. When they’re over, the headmaster has given you the Coral Hammer and the Evermist Shrine Key, and your next lead is Watcher Island and the lost city of Docarri.
Talk to the big man nearby, Jirard the Constructionist. He wants building plans for the village; you’ll find them soon. Then explore: on the roof of the main building is a chest with another Rainbow Conch.
The Evermist Shrine is on your home island, and right now the only way back there is the long one. Return to Brisk, take the elevator up and retrace your steps through the Coral Cascades to X’Tol’s Landing, from where you’re sent back to the Mountain Trail. Drop down to its starting point.
Near that start, to the northeast, the Graplou now reaches a chest with a Rainbow Conch (it’s listed in Chapter 2).
Leave for the world map and enter the Solstice Shrine. It’s a block-pushing puzzle; follow these moves in order:
Move
Block
Directions
1
North block
Left, down, right
2
Purple block
North, left
3
Left block
Up
4
Right block
Up, left
5
Purple block
North
6
Left block
South, right
7
Top block
Right
8
Bottom block
North
9
Purple block
Right, up
A large chest appears. Opening it teaches Valere and Zale the combo skill Soonrang, and another light on the Mountain Trail glyph goes dark.
Clearing the shrine also opens a dock on this island, so from now on you can sail straight here. Next stop: Mooncradle.
Mooncradle revisited
The building just left of the village entrance is the pub, where you can play Wheels. Winning its Championship Game, which is a hard one, earns the Silver Wheel. After that, talk to the fisherman there to send him to Mirth. All the matches are covered on the Wheels page.
Around the village:
Up the hill to the left, north of the pub, a chest now gives 25 gold.
Just south of it is a field full of thorns. Clear it — push the boxes aside with the Mistral Bracelet and hit the thorns — then talk to the woman in the house to the south for a Rainbow Conch.
Climb the steps right of the house next to the entrance and walk across the village archway to a chest with Music Sheet #1.
In the southeast, leaves lie scattered around a bonfire. Blow them towards the stacked wood with the Mistral Bracelet and the man there gives you another Rainbow Conch.
Over on the east side, the white tree hides a chest beneath it: Celestial Willow Leaf.
The three Mooncradle chests are numbered in Chapter 1; the two conches here are rewards, not chests.
Outside the village, rest at the camp: a new story, The Three Sisters, is available.
Two more conches nearby
Walk north to the Forbidden Cavern. Off its first big chamber, the side room to the west has a pillar you can now shove with the Mistral Bracelet; behind it is a Rainbow Conch (Forbidden Cavern chest 7 in Chapter 1).
Then enter the Mountain Trail from its upper entrance, cross the light bridges and go back into the Elder Mist Trials. Pick the Left Trial: a block right at the start can be pushed over to reveal a Rainbow Conch (see Chapter 2).
In Brisk you can start the Mole Painting side quest; it has its own entry on the side quests page. When you pass through the Stonemasons Outpost, talk to the mole having a bath to send them to Mirth.
That wraps up the revisits. Sail to Watcher Island for the Jungle Path.
Jungle Path: the lower jungle
After a short scene you’ll find a save point and a campsite. Swim left to a chest floating on the water (Sapphire Ore), then keep swimming to the far left and turn north for a second floating chest with Question Pack #4.
Back on land, go northwest past some tomatoes into a cave. The Garnooy inside throws the big shuriken on its back across the whole party, so block with everyone. The chest it was guarding holds Docarri Armor.
Leave the cave and go right. The crystals are Croube enemies; beat them, and note the apple tree just north. Further right are more tomatoes, another fight and, at the far end, a picnic basket with a Peach Strudel.
Back at the camp, the bridge to the north is broken, so just swim across. Up there you fight a Skullpion with a Prapra, a bird whose spell pelts you with random items. Then follow the wall north to a half-hidden cave with a chest: Sapphire Ore.
Climb the cliffs, picking two berry bushes, and step outside to deal with some crabs. The switch here can’t be used yet.
Jungle Path: up the river
Drop back down, go left for another berry bush and keep left into the water. Let the current carry you down to the fence, then go left up the slope. To the south, climb a wooden ladder and press the switch: the bridge on the left rises.
Across the bridge, a wind turbine turns a rotating mirror; there’s nothing to do with it yet. Follow the path left to a fight with two birds, then go right to find more turbines and a time puzzle, also not usable yet.
The hidden mural:
From the upper right, use the branch to jump into the water and climb out on the little island with two grain.
Follow the branch north to some vines. Before climbing, go down to the lower platform and shimmy left behind the waterfall.
Right behind the falling water, go north into a hidden cave. The stone mural there gives you a Stone Tablet Piece, which you can take back to camp.
Back outside, continue left and climb to another fight. Kick down the ladder afterwards; it’s a shortcut to the puzzle area below. Collect two potatoes to the north and an apple tree on the right.
Go north to a much higher area with a fast current. Pull yourself out on either side: two tomato plants on the left, berries on the right. The middle has a save point and a campsite — rest and save, as the boss is close.
The rest of the route is mostly jumping, with two drops into the river below and one grapple point. Keep going until a scene with some old acquaintances who want to stop you.
Boss: One & Three
Move
What it does
How to handle it
Sword Stab
One thrusts his sword straight at a single character for 15–20 damage.
Block on contact.
V-Attack
Both act together, usually at the end of a turn. Three gets behind a character, strikes through them into One’s shield, then hits another character. 20–30 to each target.
Block as each hit connects. It stops once either of them is down.
Claw Swipe
Three slashes up or down, hitting two different characters for 30–40 each. Their strongest move.
Block on the strike and heal the two targets.
Take them down one at a time, starting with Three: he deals the most damage, and once either of them falls the V-Attack is gone.
Three’s hits and the combined attack call for some healing now and then; Garl and a few items are enough. Once Three is down, the rest of the fight is easy.
Afterwards, follow the path to the end of the area and up to the world map. Your next goal is Lake Docarria: Chapter 13.