Chapter 4

Chapter 4: Stonemasons Outpost, the Wind Tunnel Mines and Malkomud

A mole village in trouble, a mine full of turbines and the Mistral Bracelet. 1 boss, 3 Rainbow Conches, relics for sale.

  • 19 items to collect
Your progress here0 / 19

Tick the coloured tags as you pick things up. Progress is saved in this browser.

The Stonemasons Outpost is home to the Molekin, and a young wizard called Malkomud has been filling their mines with monsters while trying to wake the Sleeper. You go down into the Wind Tunnel Mines to find the village Elder, pick up the Mistral Bracelet (gusts of wind that push blocks, platforms and turbines) and solve a run of block puzzles before facing Malkomud. Afterwards the village has a few rewards for you, and the bracelet opens a chest back in the Moorlands.

Checklist

ChestWhereContents
Stonemasons Outpost chest 1Up the ladder behind the inn, inside the left-hand house.Ancient Molekin Cloak
Stonemasons Outpost chest 2Northwest of town: jump through the breakable floor north of the house with the stuck door, then shimmy into the back room.Teal Amber Ore
Stonemasons Outpost chest 3Same hidden back room as chest 2.Shiny Pearl
Stonemasons Outpost chest 4After the mines: in the painter’s house, blow the crystal out of the way.Rainbow Conch
Wind Tunnel Mines chest 1Up the first ladder, past the first fight, along the upper path.Green Leaf
Wind Tunnel Mines chest 2After the fight in the big open room: up the northeast wall, then left across the narrow ledges.Teal Amber Ore
Wind Tunnel Mines chest 3Down the hole the lift leaves behind once the Elder is free, on the left side of the big room.Rainbow Conch
Wind Tunnel Mines chest 4The giant chest past the campfire — required.Mistral Bracelet
Wind Tunnel Mines chest 5After the first Salamander fight, behind a crystal pillar you blow aside.Mines Key
Wind Tunnel Mines chest 6Outside the mine, on the lower path below the cliffs.Teal Amber Ore
Wind Tunnel Mines chest 7Top door at the spot of chest 2, opened with the Mines Key; block puzzle.Trader’s Signet
Rainbow ConchWhere
Wind Tunnel Mines conchWind Tunnel Mines chest 3, half hidden in the room below the lift.
Stonemasons Outpost conch 1Stonemasons Outpost chest 4, in the painter’s house after the mines.
Stonemasons Outpost conch 2Reward from the Molekin woman in the southeast once her well has water again.
RelicWhere
Adamant ShardStonemasons Outpost merchant, 15G.
Sixth SenseStonemasons Outpost merchant, 15G.
Truestrike PendantStonemasons Outpost merchant, 45G.
Guardian AuraStonemasons Outpost merchant, 15G.
BossWhere
MalkomudLast room on the west side of the Wind Tunnel Mines, fought with the Salamander.

Stonemasons Outpost

  1. The villagers are Molekin, and you arrive at a bad moment. The scenes introduce Malkomud, a wizard trying to wake the Sleeper, most likely the huge dragon you can see on the world map. The party is volunteered to help, and then you’re free to look around.
  2. The lift to the south doesn’t work yet. Just north of it is the inn, which costs nothing.
  3. North (a little east) of the inn is the merchant. Besides a new staff, he sells relics: cheap optional helpers you can switch on and off from the menu at any time.
ItemPrice
Teal Amber Staff48G
Silver Sword52G
Basic Armor28G
Miner’s Smok32G
Abacus36G
Papillotte14G
Potato / Dairy / Meat2G / 4G / 4G
Egg6G
Adamant Shard, Sixth Sense, Guardian Aura15G each
Truestrike Pendant45G
  1. Climb the ladder behind the inn and enter the left-hand house for a chest with the Ancient Molekin Cloak.
  2. The hidden room in the west:
    1. Find the house on the west side whose owner can’t open his jammed door.
    2. North of it is a well with a breakable floor. Jump onto it until it gives way; it may take a few tries.
    3. Below are four mushroom patches. Shimmy along the wall into the back room for Teal Amber Ore and a Shiny Pearl, then pull the lever there.
  3. The Molekin painter lives in the east part of town; you’ll have a reason to visit after the mines.
  4. When you’re done, go to the north end of town and drop into the hole there.

Wind Tunnel Mines: the first room

  1. You land next to the village Elder, and a short conversation follows.
  2. To the right is a save point. Jump across to the door beside it: it’s a break room where you can rest and shop.
ItemPrice
Teal Amber Staff48G
Silver Sword52G
Basic Armor28G
Miner’s Smok32G
Abacus36G
Papillotte14G
Roast Sandwich16G
Mushroom Soup26G
Adamant Shard, Guardian Aura15G each
  1. Take the ladder up. Antbruisers and Drillbats wait on top. Drillbats drill into you several times in a row; if they finish a charge they burrow and then hit the whole party from below.
  2. Climb to the northwest corner for a picnic basket with Egg x3.
  3. Getting past the first wall:
    1. Press the switch and follow the path it opens, climbing up and going left.
    2. Step onto the platform there: it slides part of the wall away.
    3. Drop down, press the switch once more and shimmy across to the right.
  4. Head upwards as soon as you can (mushrooms on the way) to a chest with the Green Leaf, an accessory worth +15 HP.
  5. Drop down, collect the mushrooms and continue right into a large room with a fight. Afterwards, the northeast corner has a picnic basket with Dairy x3; climb the ladder and edge south along the thin ledges to a chest with Teal Amber Ore.

Wind Tunnel Mines: the first Bushtroo

  1. Take the upper doorway (the lower one leads nowhere useful) to a big ledge. Heal, then jump down to fight a Bushtroo and its bats.
  1. With the fight won, hop up to where the Bushtroo stood. A gust blows you out, the Elder is freed and rides back up. Jump into the hole he leaves.
  2. Clear the group waiting on the left of this lower room; a partly concealed chest nearby holds a Rainbow Conch.
  1. Climb the ladder and cross the rope. The path goes outside, right and up into another cave; there are potatoes to the left. Keep climbing towards the right.
  2. You reach a campfire: rest and save. Then drop down and climb north to a giant chest with the Mistral Bracelet. From now on you can fire gusts of wind to shove the platforms and crystals you’ve been passing.

The Salamander and the Mines Key

  1. Go outside and try the bracelet on the platform, pushing it left. Doing so releases a Salamander.
  1. Head west. A short crystal puzzle leads back to the exit; it’s easiest if you first blow the crystal up and then right.
  2. Near the exit, blow a crystal column aside to reach a chest with the Mines Key.
  3. Outside, push the column to the right so you can continue. Climb the ladder for a berry bush, jump back down and take the lower path first: a fight, a chest with Teal Amber Ore, and tomato and yellow bell pepper plants.
  4. Back up on the upper path, jump across and down. Heal, pick the two lettuce plants and enter the big cave.

Wind Tunnel Mines: the turbines

  1. Another Bushtroo waits inside, this time with more helpers. Kill them quickly and break every charge you can.
  2. Jump up to its spot afterwards and the wind throws you out again, bringing power back to part of the room.
  3. Moving the crystal:
    1. A turbine is now free. Climb to it and blow wind into it: the crystal on the raised floor comes down.
    2. Back on the floor, shove the crystal into the left-hand slot, which ferries it across to the room’s western half.
    3. Blow it into the next slot and use it to reach the doorway above.
  4. Go left past the emerald wall, climb up to some mushrooms, drop down and keep left. Climb again for more mushrooms and an easy fight; the picnic basket beside it has a Mushroom Soup.
  5. Head right into one more large cave with a third Bushtroo and three minions. Thin them out and keep your combo for healing. Jump into the wind tunnel when they’re gone.
  6. A turbine above you is now reachable. Blow it to drop a ladder, which takes you back to the area where the mines began.

The locked door and the Trader’s Signet

  1. With the Mines Key, climb the northeast ladder and go back to the big open room with the ledges, where chest 2 was. The locked door to the north opens now.
BlockPushes
Left blockDown, once
Right blockRight, up, left, down, right — it lands on the button
Lower blockUp, right, down — it drops to the floor below
  1. Follow the lower block down and push it along the path once more so it becomes a step. Climb it to the chest with the Trader’s Signet, a key item for a merchant you’ll meet later.

The west wing

  1. Return to the mine entrance and push the column there to the south to open the left half of the mines. Another crystal puzzle waits.
OrderCrystalGusts
1Upper crystalRight, down, right, up
2The other crystalRight, up, right again so it sits on the button; this opens the path
3The crystal on the left (leave the button one alone)Left; up, right, down, left; down, left, up, right; then up onto the button
  1. A solid crystal appears. Climb it and blow wind into the turbine.

Boss: Malkomud and the Salamander

  1. After the scenes, you face the Salamander from before together with Malkomud, a magician who throws sharpened ore and swings his shovel like a sword.
MoveWhat it doesHow to handle it
Normal attacksThe Salamander head-butts; Malkomud throws a chunk of ore.Block both; the ore is the easier one to time.
Shovel MightMalkomud’s charged move: a shovel strike on one character for about 30.Break it if you have orbs saved; otherwise heal the target.
GeobressCharged move of the combined form; around 60 damage to one character, enough to knock them out.Break it whenever possible.
Shovel ChargeCombined form’s normal attack: Malkomud rides into the whole party for 15–20 each.You can take a couple of these before healing.
  1. Weaknesses: moon hits the Salamander hard, while Malkomud takes extra damage from sun.
  2. Keep at least one set of boost orbs ready for breaking charges, and build the combo gauge so it’s there for a group heal. Patch up single injuries with skills or items.
  3. Once they’ve taken enough damage, Malkomud climbs onto the Salamander and they fight as one. In this form they mostly hit everyone at once, so let several of those pile up and fix them with one group heal, and spend the rest of your turns attacking.
  4. After the fight it turns out Malkomud is just a kid the village has pushed away. The party talks him round, and he promises to stop filling the tunnels with monsters.

Stonemasons Outpost revisited

  1. Back in the village, you hear about the Port Town of Brisk, the next goal. Before leaving there are a few things to do.
  1. In the painter’s house, blow the crystal aside for a chest with a Rainbow Conch.
  2. The Molekin woman who wants a bath (southeast of the village):
    1. Go to the doorway in the northwest that you reach by dropping down to it.
    2. Inside, go all the way down and blow wind at the turbine.
    3. The door nearby opens and the well fills with water. Talk to her again for another Rainbow Conch.
  3. Talk to the Molekin by the village entrance: he clears the rocks on the way to the fishing lake and the moor outside town.
  4. The bracelet also opens Moorlands chest 6 (Chapter 3). Use the southwest entrance by the lake, go north into the water cave and out on its left, then left past the lake and up to a green crystal. Blow it up, right and up again so it becomes a platform, and climb to the chest with a Rainbow Conch.
  1. Leave the village on the big lift to the south. After the talk on the way down, head for the Coral Cascades: Chapter 5.

Tip: try , or