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

InputActionWhen to use
BJumpCross cliffs, projectiles, and falling platforms.
YSwordAttack standing, jumping, or crouching.
Up + YEquipped magicConsumes MP. Choose your spell in the Sky Palace beforehand.
STARTPauseStop the ACT to check platforms and the enemy's position.
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Items Within ACTs

ItemEffect / decision
Half AppleRestores some HP. Collect according to remaining health before a boss.
AppleRestores HP. Collect when worn down along the route.
1UPAdds a life. Weigh it against the danger of a detour.
ScrollReplenishes MP. Check whether enough boss magic remains.
Sword EnergyAdds a ranged attack to the sword. Makes targets such as Azure Dragon easier to reach.
Crown / DiamondFor score. Do not force a pickup when instant death is a risk.
CrashReduces on-screen enemies. Collect amid large groups.
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Fillmore ACT 1 and 2

  1. 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.
  2. In ACT 2, avoid floor spikes. Dodge sideways as Minotaur lands, then attack after its axe movement.
  3. Rebuild low-culture homes after culture rises. Check the fishing Source of Magic and the later rice-farming introduction route before moving on.
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Bloodpool ACT 1 and 2

  1. Falling into ACT 1's poisonous swamp kills instantly. Cross sinking logs and collapsing bridges, then attack after Manticore lands.
  2. 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.
  3. If conflict stalls the town, use Lovely Music from Kasandora. Repeated rain or lightning does not solve it.
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Kasandora ACT 1 and 2

  1. In ACT 1, move onward rather than chasing overhead fire enemies relentlessly. Time Stardust magic for when Dagoba emerges from the sand.
  2. Receive the Ancient Tablet from the geoglyph after development. It provides a clue for investigating Marahna's island next.
  3. When plague is reported, use Marahna's Herbs. If you do not have them yet, progress the next region, obtain them, and return.
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Aitos ACT 1 and 2

  1. In ACT 1, beware narrow footholds and volcanic falls. Cut through the tengu's tornadoes and collect apples and Sword Energy along the route.
  2. Seal all lairs and enter ACT 2. Lava kills instantly, so prioritize landing on platforms over pursuing enemies.
  3. 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.
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Marahna ACT 1 and 2

  1. In ACT 1, jump past spearmen when they stop to thrust, then approach. Attack Rafflesia's exposed core to open the region.
  2. Kalia dives when you stand beneath it. Dodge sideways and attack; if riding a falling platform, get off before it reaches the ceiling spikes.
  3. When using Aura magic, wait until Kalia approaches within range. Do not repeatedly spend it from too far away.
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Northwall ACT 1 and 2

  1. 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.
  2. 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.
  3. Approach and attack when Frost Wyvern breathes ice, then dodge its charge sideways. Use Aura magic when it is close.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).