ActRaiser(Super Famicom)

Town Building, 24 Lairs, Population, and Levels

Check culture, lair sealing, regional items, and population-based HP/SP growth. Spell MP must be increased separately.

Scope: Japanese Super Famicom original (1990; separate from Renaissance) / Content checked: October 2, 2026

Town Development Order

  1. Remove obstacles with miracles and set the town's direction to build toward lairs. While the hourglass advances, control the angel to defeat monsters and protect homes and people.
  2. Reset directions if a road stops. Build enough population before directing roads to lairs. Sources differ between eight and ten people for sealing, so try with at least ten.
  3. Sealing particular lairs raises culture. Not every old home rebuilds automatically, so destroy low-culture houses with lightning and wait for new construction.
  4. Sealing every lair opens ACT 2. In regions with items to receive first, such as Northwall's Light magic, collect them before sealing.
  5. Defeat monsters if SP is low. Sealing lairs and leveling up also restore it, so when rebuilding after sealing all lairs, use restoration in other regions, too.
Culture levelPopulation per house
14
26
38
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Fillmore Lairs and Pickups

Coordinates use the region map's upper-left as (0,0), X right and Y down. Monster counts are lair base values and vary with ACT 1 score or harm to residents, so check the actual display, too.

Locations of Fillmore's four lairs. Check coordinates and monster names in the table below, too.
An original coordinate reference placing the table's four lairs under matching numbers. It excludes terrain such as rivers, roads, temples, and obstacles. Use the progression links below together with the game display when building roads to lairs. Enlarge diagram ↗
Coordinates X,YMonsterBase countAfter sealing
0,4Blue Dragon250Culture
6,2Napperbad125Culture
4,7Napperbad125Angel's Power
1,1Napperbad100Shining Orb
  • Using the compass in Fillmore gives a Source of Life; in Marahna, a Source of Magic. There is only one, so decide where to use it first.
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Bloodpool Lairs and Pickups

Coordinates use the region map's upper-left as (0,0), X right and Y down. Monster counts are lair base values and vary with ACT 1 score or harm to residents, so check the actual display, too.

Locations of Bloodpool's four lairs. Check coordinates and monster names in the table below, too.
An original coordinate reference placing the table's four lairs under matching numbers. It excludes terrain such as rivers, roads, temples, and obstacles. Use the progression links below together with the game display when building roads to lairs. Enlarge diagram ↗
Coordinates X,YMonsterBase countAfter sealing
1,6Red Devil150Seal with Skull of Destruction. Stardust magic
0,1Napperbad50Culture
4,7Blue Dragon100Shining Orb
7,4Blue Dragon100Culture
  • Connecting the road before rice farming begins may fail to spread it. Connect after rice farming starts.
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Kasandora Lairs and Pickups

Coordinates use the region map's upper-left as (0,0), X right and Y down. Monster counts are lair base values and vary with ACT 1 score or harm to residents, so check the actual display, too.

Locations of Kasandora's four lairs. Check coordinates and monster names in the table below, too.
An original coordinate reference placing the table's four lairs under matching numbers. It excludes terrain such as rivers, roads, temples, and obstacles. Use the progression links below together with the game display when building roads to lairs. Enlarge diagram ↗
Coordinates X,YMonsterBase countAfter sealing
6,1Blue Dragon220Shining Orb
4,1Red Devil250Culture
6,6Red Devil250Culture
4,4Napperbad180Angel's Power
  • Prioritize the pyramid's Source of Life before ACT 2. Miracles alone do not cure the plague.
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Aitos Lairs and Pickups

Coordinates use the region map's upper-left as (0,0), X right and Y down. Monster counts are lair base values and vary with ACT 1 score or harm to residents, so check the actual display, too.

Locations of Aitos's four lairs. Check coordinates and monster names in the table below, too.
An original coordinate reference placing the table's four lairs under matching numbers. It excludes terrain such as rivers, roads, temples, and obstacles. Use the progression links below together with the game display when building roads to lairs. Enlarge diagram ↗
Coordinates X,YMonsterBase countAfter sealing
1,1Blue Dragon170Culture
2,4Skull Head90Shining Orb
6,2Blue Dragon170Angel's Power
1,6Blue Dragon170Culture
  • Sources differ on the timing of mountaineering technology and the Source of Magic. Check discovery messages and the offerings list.
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Marahna Lairs and Pickups

Coordinates use the region map's upper-left as (0,0), X right and Y down. Monster counts are lair base values and vary with ACT 1 score or harm to residents, so check the actual display, too.

Locations of Marahna's four lairs. Check coordinates and monster names in the table below, too.
An original coordinate reference placing the table's four lairs under matching numbers. It excludes terrain such as rivers, roads, temples, and obstacles. Use the progression links below together with the game display when building roads to lairs. Enlarge diagram ↗
Coordinates X,YMonsterBase countAfter sealing
1,1Red Devil200Culture
0,6Napperbad130Culture
6,6Blue Dragon200Shining Orb
2,3Blue Dragon70Angel's Power
  • Sources differ on the population for Herbs: about 120 versus over 160. Develop the town and check discovery rather than treating one number alone as the condition.
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Northwall Lairs and Pickups

Coordinates use the region map's upper-left as (0,0), X right and Y down. Monster counts are lair base values and vary with ACT 1 score or harm to residents, so check the actual display, too.

Locations of Northwall's four lairs. Check coordinates and monster names in the table below, too.
An original coordinate reference placing the table's four lairs under matching numbers. It excludes terrain such as rivers, roads, temples, and obstacles. Use the progression links below together with the game display when building roads to lairs. Enlarge diagram ↗
Coordinates X,YMonsterBase countAfter sealing
6,4Skull Head150Culture
4,3Skull Head100Angel's Power
4,6Blue Dragon150Culture
1,2Red Devil100Shining Orb
  • Even after giving fleece, the cold event may leave development slow until ACT 2. Do not try to solve it only by waiting.
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Total World Population and Levels

Population is the total across all regions, not just the current town. Reaching the required population raises the god's level and increases HP/SP.

LevelRequired total populationHPSPAdditional population to next level
1082080
280945120
32001060200
44001180150
555012100100
665013120100
775014140300
8105015160350
9140016180200
10160017200200
11180018220100
12190019240100
13200020260200
14220021280200
15240022300200
16260023320400
17300024340Maximum level
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Reference Population Caps

The table gives maximum-population estimates agreed on by both sources. Road layout and updating old buildings are necessary, so ordinary progression will not automatically reach these totals.

RegionPopulationReview when targeting the cap
Fillmore634Update rice farming and house culture.
Bloodpool554Dry swamps and increase rice fields and homes.
Kasandora754Green the desert with rain to extend roads.
Aitos522Run windmills and rebuild higher-culture homes.
Marahna354Connect islands and reset roads in narrow spaces.
Northwall538Melt snow and check lakes and homes.
Total3356Combined population of every region. Review each town before targeting the cap.
  • Destroy low-culture homes with lightning and wait for homes matching current culture.
  • In Marahna, reset narrow-road branches to increase habitable tiles. Review road layout when targeting the population limit.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).