ActRaiser(Super Famicom)
Controls and Routes for 12 ACT Stages
SFC sword, jump, and magic controls, lethal terrain, and progression through each stage.
Scope: Japanese Super Famicom original (1990; separate from Renaissance) / Content checked: October 2, 2026
ACT Controls
| Input | Action | When to use |
|---|---|---|
| B | Jump | Cross cliffs, projectiles, and falling platforms. |
| Y | Sword | Attack standing, jumping, or crouching. |
| Up + Y | Equipped magic | Consumes MP. Choose your spell in the Sky Palace beforehand. |
| START | Pause | Stop the ACT to check platforms and the enemy's position. |
Items Within ACTs
| Item | Effect / decision |
|---|---|
| Half Apple | Restores some HP. Collect according to remaining health before a boss. |
| Apple | Restores HP. Collect when worn down along the route. |
| 1UP | Adds a life. Weigh it against the danger of a detour. |
| Scroll | Replenishes MP. Check whether enough boss magic remains. |
| Sword Energy | Adds a ranged attack to the sword. Makes targets such as Azure Dragon easier to reach. |
| Crown / Diamond | For score. Do not force a pickup when instant death is a risk. |
| Crash | Reduces on-screen enemies. Collect amid large groups. |
Fillmore ACT 1 and 2
- In ACT 1, first cut down enemies dropped by the human-faced tree, dodge projectiles, then approach its body. Defeat Centaur to revive the people.
- In ACT 2, avoid floor spikes. Dodge sideways as Minotaur lands, then attack after its axe movement.
- Rebuild low-culture homes after culture rises. Check the fishing Source of Magic and the later rice-farming introduction route before moving on.
Bloodpool ACT 1 and 2
- Falling into ACT 1's poisonous swamp kills instantly. Cross sinking logs and collapsing bridges, then attack after Manticore lands.
- After ACT 2, receive a Source of Magic from the old castle ruins and the compass. Rain northwest of the lake at (2,2) to find a Source of Life, too.
- If conflict stalls the town, use Lovely Music from Kasandora. Repeated rain or lightning does not solve it.
Kasandora ACT 1 and 2
- In ACT 1, move onward rather than chasing overhead fire enemies relentlessly. Time Stardust magic for when Dagoba emerges from the sand.
- Receive the Ancient Tablet from the geoglyph after development. It provides a clue for investigating Marahna's island next.
- When plague is reported, use Marahna's Herbs. If you do not have them yet, progress the next region, obtain them, and return.
Aitos ACT 1 and 2
- In ACT 1, beware narrow footholds and volcanic falls. Cut through the tengu's tornadoes and collect apples and Sword Energy along the route.
- Seal all lairs and enter ACT 2. Lava kills instantly, so prioritize landing on platforms over pursuing enemies.
- Watch and avoid Flame Wheel's central projectile attack, then strike when it approaches during its back-and-forth movement. Equip Stardust before descending if using magic.
Marahna ACT 1 and 2
- In ACT 1, jump past spearmen when they stop to thrust, then approach. Attack Rafflesia's exposed core to open the region.
- Kalia dives when you stand beneath it. Dodge sideways and attack; if riding a falling platform, get off before it reaches the ceiling spikes.
- When using Aura magic, wait until Kalia approaches within range. Do not repeatedly spend it from too far away.
Northwall ACT 1 and 2
- In ACT 1, beware icicles and collapsing floors. Watch icy platform edges as you jump, then exploit openings after Merman Fly's projectiles and dives.
- Ascend on bubbles late in ACT 2. Blue bubbles burst when ridden, and green ones also burst if you stay aboard, so keep jumping again on green bubbles to rise.
- Approach and attack when Frost Wyvern breathes ice, then dodge its charge sideways. Use Aura magic when it is close.