Alundra (PlayStation)
Full walkthrough: village conversations, dungeons and equipment in order
Follow the progression order of houses to visit after dreams, tools that open entrances and places to bring keys back to. For dreams with collection deadlines, check chests before the final event.
Scope: Japanese PlayStation version (released April 11, 1997; additional materials checked October 14, 2026. No hands-on retest performed.) / Content checked: October 14, 2026
Shipwreck to the Book of Elna: the first houses to visit
- After leaving Anzes's house in Inoa Village, examine the sick person at Wines's house. Also speak to Sectas and accept the request to investigate Taras's Manor east of the village.
- In the room with three doors in Taras's Manor, enter the right-hand door. Activate the floor switch, take the key and return to the passage on the closed-off side.
- Collect the Book of Elna upstairs. Bring it back to Wines's house and speak to Sectas to enter the first dream.
Wines's dream to Olen's dream: receiving the Bombs
- Following only the visible paths in Wines's dream leads to a dead end. Check the hidden path beside the junction and proceed to the switch that moves the final bridge.
- Collect the Gilded Falcon near the last lever before fighting the Beanoid King. You cannot return to search after completing the dream.
- After returning, go to the church with Gousel, then visit Sectas's house. When the mine accident occurs, enter Olen's dream at the village chief's house.
- In Olen's dream, operate the power equipment according to the miner's instructions. Collect the Gilded Falcon after defeating the enemies, before being sent back to reality.
- Back in reality, check Anzes's house and receive the Bombs. Also open the chest in Olen's house before heading to the mine.
Mine: check keys, branch-line power and track switches separately
- After receiving the Bombs, blast the rock at the mine entrance. Also blast open the floor in the turtle area, descend and look for a key. Do not confuse the dream miner's requested actions with the real-world power room.
- Unlock the door with the power-room key and start the minecart. No fixed input sequence is given because sources differ. A running cart does not mean that every branch line is open yet.
- After your first ride, look for the area supplying power to the branch line. Start its power, then change the track switch to travel toward the next key.
- Once you have the next key, return toward the entrance, change the track switch and take another line. If you keep returning to the same station, check the switching lever rather than the power.
- In the large area, first find a route across the posts to the lever. If you cannot climb farther, stand on the loaded minecart and push the rock to clear the way.
- After moving the cart previously blocked by the rock, use it as a platform too. On the way back from the next key, also use chests for extra height to climb back up.
- Bring the key back to the closed door in the large area, then use the lever and minecart beyond it. This is not an equipment-upgrade step: changing swords alone will not change the track destination.
- Use boxes and minecarts to reach high ledges and check the upper-left passage. Check the side-path Gilded Falcon before proceeding to the elevator deeper inside.
- Defeat the Muruta at the end and head outside. If the outside path is blocked, go west and turn back where you cannot proceed. Meet the villagers and return to the village.
- Sources disagree on the final inputs for the power room. Distinguish the dream conversation from the real-world mine and follow the in-game operating instructions.
Raa's Crypt: bouquet, orb switches and the first crest
- After returning from the mine, speak to Sybil and accept Anzes's request to visit a grave. Place the bouquet at Olen's grave in the church cemetery, then enter the opening that appears farther in.
- In the high priests' room, record the robe colors and their claims about rank. First organize the relative order of blue → vermilion → green → brown, then also determine white's position before entering the answer.
- For the two levers after falling underground, tilt the left one left and the right one right. Use the central floor to return upward.
- In the room with orbs to the north, south, east and west, strike them right → left → down → up. Use jumping attacks to reach high orbs.
- For the three levers beyond the key, leave the center one unchanged and operate the left and right ones to reach the left door. Treat this separately from the room used to ascend from underground, where both levers are tilted outward.
- Use the barrel carried on the lift as a platform to reach the goddess statue. In the area you fall into beyond it, use the rocks' height and check the Gilded Falcon side path.
- In the automatically moving-floor section, board the lift from the left floor and read the sign. Do not reuse the north/south/east/west four-orb order for the later room with three vertically aligned orbs.
- Collect the keys and platforms needed to defeat the Earth Element at the bottom. Receive the Earth Chapter, Volume I, and the Pigeon-Blood Crest, then return to the village.
Checks when you keep returning to the same place in the mine or crypt
| What you see | Where to return | Action to take there |
|---|---|---|
| The minecart returns to the same station | Track-switch lever | Check branch-line power and track switching separately, then ride again |
| You have the key but cannot reach the high exit | The platform where you found the key | Look for a route jumping from the top of the chest |
| The crypt's left/right levers do not take you upward | The left/right levers below the drop | Tilt the left one left and the right one right, then return to the central floor |
| The crypt's goddess statue is too high | The area with the lift and barrel | Carry the barrel on the lift and use it as a platform without breaking it |
| The four-orb sequence will not open a different room | The layout of the orbs you are currently operating | Distinguish four orbs in cardinal directions from three vertically aligned orbs, then reread the clue for that separate mechanism |
Bojes's dream: blocks to reveal and blocks to remove
- After the conversation in Narsia's house, examine Bojes to enter his dream. Collect the Gilded Falcon in Olen's house before advancing this event.
- Strike the glowing statues to toggle colored blocks. Reveal platforms on the side where you need the key; remove obstructing blocks on the side you need to pass through.
- Checking beneath movable stones can reveal ladders. Do not assume you have reached a dead end merely because you picked up a key; look for a climbable route too.
- Use a Bomb to operate a distant switch and collect the key at the warp destination. Take the Life Vessel and Gilded Falcon before the Saati battle.
- After completing the dream and resting at home, receive the Chain Throw. It lets you break hard pillars and certain walls.
Desert to the Ancient Temple: equipment for crossing the sandstorm
- After receiving the Chain Throw, speak to Sybil and head toward the desert across the eastern bridge. Get the Sand Cape from the cave northwest of the desert.
- In the tornado-transport section, move beyond the winds in the order up → left → down. Use the Sand Cape's diving action on floors where you sink into sand.
- In the temple, begin with the right-side floor switch and examine the goddess statues in each area. Barrels, pots and stones serve as platforms or switch weights, so do not break them all.
- Cover floor eyes with barrels while they are open. Before using levers and falling barrels, check where you need to move next.
- Stack the water, sun, moon and star stones from bottom to top in that order. Reduce the enemy count before carrying the stones.
- Finish exploring the goddess statues, return to the skeleton at the entrance and complete the remaining trials. Defeat the Earth Element and Spike Vantage, then receive the Steel Edge and Long Boots.
Desert floodgate: unlock optional warping
- Use the Long Boots to reach the northern desert and search the western cave for the Floodgate Key. At this stage you can also cross platforms that were out of reach when you first went straight to the entrance.
- Use the key south of the flooded area, then operate the lever to drain it. Enter through the hole left after the water recedes.
- In Belu's trials, trace the signs of Harmony, Faith, Wisdom, Love and Courage to activate the gates around the world. This detour shortens travel.
- Afterward, touch any gates you find. Revisiting becomes easier after obtaining swimming equipment or opening paths with the Fire and Ice Wands.
- Complete input sequences for the five signs have not been fully cross-checked between the original diagrams and another source. This section covers locations and requirements up to unlocking them.
Coastal Cave: obtain the Merman Boots before swimming
- After returning from the desert and hearing that the tide has gone out, head to the southern coast. Operate the lever in the entrance cave, take the key and return to the door reached by dropping through the hole.
- Activate mechanisms in several small rooms to open the upward route. Break the rotating iron ball's support with the Chain Throw to use it as a platform.
- Finish the consecutive battles high up and take the Merman Boots from the chest. From this point, you can swim through waterways.
- Return to the key room and look for the right-hand passage beyond the water. A rock near the bridge hides another switch leading to the Gilded Falcon room.
- Use the iron ball and rolling rock as platforms to retrieve the key farther in. After defeating Scare Face, receive the Water Demon Chapter, Volume I, from Vru.
Kline's dream: three keys and ice pillars
- After Mediaum arrives, visit Sectas's and Moraas's houses. While looking for Kline at night, check the houses that are open; visit his own house the next morning.
- Explore each tower from the dream plaza. Pushed ice pillars slide until stopped, so distinguish those used for switches from those kept as climbing platforms.
- Use the ice pillars in the right tower to climb and get its key. A Life Vessel lies below a cracked floor, so check it before finishing the tower.
- In the back-right area, operate the lever to move a small rock and break the large rock. Also press the recessed floor switch to open the plaza's central entrance.
- Collect the central tower's key and the key beyond the left tower, then unlock the overlapping locks outside. After dropping from high ground to a key, also check the platforms for returning.
- Collect the Gilded Falcon and proceed to the Demon's Gate battle. Use Bombs while protecting Kline from its suction.
- There is also a Kline battle after leaving the dream. The next morning, receive the Hunter's Bow made by Anzes.
- Complete ice-pillar move sequences are still being checked. This section covers the entrance, three keys and collection deadline.
Lizardman Cave: shoot open the entrance and break paired statues
- Take the Hunter's Bow to the southeastern swamp. Shoot the high green target near the entrance to open the cave.
- Use lifts and levers, carrying rocks as platforms. Once you have the key, return toward the entrance and head to the door behind the waterfall.
- In rooms where enemies emerge from statues, defeating the enemies alone is not enough. Watch for the glow, break the statues too and check that the door opens.
- When you find paired statues, destroy one and return to where the other stood. Also check floor switches beneath rocks and walls that Bombs can break.
- Take the final key and fight the Ancient Guard. After winning, receive the Fire Dragon Chapter, Volume I, and the Blue-Green Crest.
Gousel's dream: carry crystals without breaking them
- Speak to Kisha at Gousel's house and enter the dream. Defeat the first enemies, press the floor switch and use the lowered pot as a platform.
- Use the Chain Throw to move the blocks near the save point. Follow and activate the glowing orbs, then proceed to the warp destination.
- While carrying crystals, watch for floor holes and falling blocks. Set a crystal on its pedestal before moving down to retrieve the next one.
- Carry them while avoiding the fronts of face rocks, and use chests as platforms too. Collect the Life Vessel and Gilded Falcon at the branches before proceeding.
- In the room with many floor switches, stepping on one toggles that tile and the four adjacent tiles. Turn them all green, then handle the moving switch and remaining crystals.
- Let Demon's Gate inhale Bombs. Gousel being sucked in is dangerous, so prioritize a position that protects him over attacking.
- A fixed sequence for lighting the four orbs is withheld because sources disagree on the order of the upper-right and lower-left orbs.
Inside Ofukuro: carry fire and gather clues from four directions
- After reporting that Gousel is safe, break the cracked wall deep inside Ofukuro with the Chain Throw. This is a long exploration, so heal and save before entering.
- Carry fire to burn thorns, then use a barrel as a platform to get the key. Water drops extinguish the fire, so inspect the carrying route first.
- Operate the lever revealed by defeating the enemies, then collect the Life Vessel in the small room to the right. Also check the Gilded Falcon side path.
- Where enemies breathe fire, use that fire to burn the thorns covering switches. Activate the necessary mechanisms before defeating those enemies.
- Gather lever clues at the four warp destinations. Carry fire while watching how to throw it onto candle stands and the gaps between water drops, then return to align the central levers.
- Where the barrel-carrying platforms disappear, place the barrel first, then return for fire. Defeat Helter Skelter at the end and receive the Wind God Chapter, Volume I.
The church's secret: have Sectas catch the book
- Speak to Mediaum and head to the church. The front is locked, so climb using cemetery graves and the wall, then break the second-floor window with the Chain Throw.
- Open the entrance from inside and invite Sectas in. Operate the second-floor right lever and ground-floor left lever, then speak to Sectas when something changes.
- Drop through the second-floor left hole and find the book moving between coffins. Chasing it alone will not catch it; ask Sectas for help.
- Put the Mysterious Book into the empty space on the second-floor right bookshelf. On the ground-floor right, align the chairs with the pattern to reveal the next book and passage.
- Put the book into the shelf again and enter the opened room. Stepping on the red carpet makes the lever and chest disappear, so cross the desks and chairs to reach the Strange Key.
- Give Sectas the key, proceed underground and finish the event. Check the next day's Power Glove and changes in the village.
Mediaum's dream: six statues and the final game
- After receiving the Power Glove, finish the cemetery event. Work with Sectas to lure Moraas outside, then enter the sleeping Mediaum's dream.
- Each time you catch the little Mediaum, examine the newly opened door. Strike the statue beyond it, watch the event, then return and look for the next Mediaum.
- Before crossing crumbling platforms, decide where you will pause along the way. While carrying fire, burn the thorns and avoid dropping into water and extinguishing it.
- In the floor-switch room, watch your footing and shadow. In the moving-block room, distinguish the moment of pressing the lever from the timing of moving forward.
- After exploring all six statues, the final game is red light, green light. Approach using the blocks as cover and speak to Mediaum when you catch up.
- Collect the Life Vessel and Gilded Falcon before finishing the dream. Report to Sectas in reality, then rest at Anzes's house.
Jake's Beans to the Fire and Ice Wands: detours to prepare early
- Receive Rutas's message and visit Havan's house on the southwestern coast. Hear about the area beyond the watermill and receive Jake's Beans.
- Once you can use Jake's Beans, approach the Fire Manor from the village's west side. Strike fireballs with the sword toward the candle stands and take the Fire Wand farther in.
- In the basement of the house east of the church, use the Fire Wand to light the candle stands. Upper left → lower right → lower left → bottom center → top center → upper right reveals Havan's Charm.
- The Ice Manor lies beyond thorns on the road to Mount Torla; burn them with the Fire Wand. Solve the ice-pillar mechanisms, then set the left room's lever downward and the right room's lever leftward.
- Use the ice pillars as platforms and take the Ice Wand from the chest. Check that you have it before climbing the mountain: the volcano later requires freezing fire columns and fireballs.
Underground Waterway to Nirude: rooms solved by leaving and returning
- Enter the Underground Waterway beside the watermill. Use Jake's Beans, driftwood and moving platforms, destroy the engine and emerge at the giant deity's feet.
- Destroy the face rock blocking the giant deity's entrance. If the entrance has closed, also inspect the Mount Torla side instead of checking only the waterway-side rock.
- Inside, use moving statues as switch weights. In the room with endlessly spawning sludge enemies, leave for the neighboring room and return to change the progression.
- For the engine's floor switches, enter left → right → left → left → right → right. Use the floor switches, not another lever inside.
- If trapped in the right hand, operate the finger mechanisms starting from the right. Pass the consecutive face-rock battles, right-shoulder platforms and hidden floor switch to reach the head.
- Nirude's trial is an escape sequence in which you break rocks, rather than a fight where you keep attacking. Afterward, receive the Topaz Crest and Aqua Cape.
Faerie Pond to Anzes's keepsake: whirlpools and repairs
- The Aqua Cape lets you enter large whirlpools. Beyond the pond's whirlpool, use the downward warp, press the switch and return to the central route.
- Find the pots producing bubbles and ride the bubbles to change height. If you cannot reach sideways, try another height; if you cannot descend, inspect the side route.
- Receive the Demon Buster from Stina and return to the village. Speak to Anzes, Rutas and Mediaum, then advance the church event.
- After the next day's event, receive the Important Key from Sectas and open Anzes's chest. Collect the letter and armor that needs repairing.
- Take the armor to the item shop before the desert. Enter through the chimney, discuss repairs and receive the Steel Armor.
Eline's dream: four worlds, taking turns with Mediaum
- Visit Eline's house in the village and enter the dream with Mediaum. Follow her directions, using her head as a platform to climb higher.
- Look for the Gilded Falcon on the early hidden path and the Life Vessel in the ice area. Breaking a central crystal opens its corresponding world.
- In the water world, handle keys and switches at distant warp destinations, then cross the platforms in time with Mediaum.
- Set the fire world's levers down → up → up. Put a rock over the large vent to stop the flames and proceed to the locked door.
- Use the Sand Cape in the sand world. When controlling Mediaum, use Alundra as a platform. In the ice world, distinguish slippery floors from movable ice pillars.
- There are three Hidden Eye battles. Reach the final room in the remaining worlds, complete the dream and receive the Crusher from Ustou.
Village attack to the Lost Woods: remember the Great Tree Gem
- When called to Gousel's house again at night, go outside and defeat the Muruta. Return inside, go upstairs and advance the downstairs event.
- The next day, receive the Great Tree Gem from Mediaum in Gousel's house. Take it to the northwestern forest entrance.
- Dropping rocks in the forest shortens the route back. Move blocks in the farther cave, then return to the nearer entrance and activate the lever.
- Defeat the mushrooms and Stone Golem, then operate the upper lever. Use the warp near the healing point to open the route to the high cave outside.
- Collect the William Bow in the optional cave. Take the Gilded Falcon and proceed to the Muruta settlement.
Great Tree Tower: ask the locksmith to repair the key
- After capture, break the weak wall at the back of the cell and use a barrel to get outside. Explore the upper floors through the tower's left entrance.
- Enter the hut through the chimney as well as the front. Rescue the trapped locksmith and be sure to speak to him before returning to the tower.
- Examine the central door to confirm that it is locked, then visit the locksmith. Operate levers and floor switches in the passage he opens to extend the platforms upward.
- Blast the floor slab with a Bomb and drop down, then get the Elevator Key in the outer hut. Testing it in the elevator reveals that it is bent.
- Return to the locksmith for repairs, then go to the elevator door. Collect the Life Vessel and Gilded Falcon on the way and defeat Zazan at the top.
- Collect the Brown and Crimson Crests, then return to the village. The volcano is next, so prepare the Fire and Ice Wands if you do not already have them.
Inside Mount Torla: distinguish what to freeze from what to destroy
- Speak to Mediaum in the village and check preparations for Mount Torla. Bring the Fire and Ice Wands and climb via the road east of Ofukuro.
- Light the entrance candle stand and proceed. Freeze fire columns with the Ice Wand; break the pillars blocking passages with the Crusher.
- Frozen fireballs also become platforms. Keep what you need to stand on rather than breaking everything, and look for your next foothold as you climb.
- After lowering a rock from a platform revealed by lighting a flame, some areas require extinguishing the fire with the Ice Wand. Do not try to solve everything with the Fire Wand alone.
- Collect keys and the Magic Boots along the way. Equip the boots before crossing lava and check the Life Vessel and Gilded Falcon side paths too.
- Finish each room's candle-stand and goddess-statue mechanisms before fighting Wilda. Hit the lowered head with the Ice Wand and receive the Dark-Green Crest.
The twins' dream: record and cross the mirrored worlds
- After the nighttime message, visit Wines's, Sectas's and Marchis's houses. When Nestas falls asleep, travel through his dream toward Begras.
- Mirror left and right when entering a switch order seen in the other world. This mechanism does not also reverse up and down.
- Bring a barrel in the areas where you press a switch and return. Warping without platforms for the return trip makes getting back difficult.
- Use a barrel as a weight to press mirrored switches simultaneously. When the entrance statue changes, proceed to the newly opened lower area.
- For fireball-lighting sequences too, compare left and right between the observed side and the input side. Collect the Gilded Falcon and Life Vessel before the Evil Child battle.
- After emerging into Begras's reality, break the Melzas statue with the Crusher. Leave the opened cage, return to the village, defeat the Muruta and visit the chief's house.
Roein to the holy sword: finish shopping first
- Speak to the evacuated villagers at the chief's house and advance the next day's event. Check item-shop supplies and the Silver Armor before the church battle.
- Go to the church and fight Roein. With the William Bow, you can charge and fire from a distance. With the Hunter's Bow, use normal shots and avoid the beams descending from above.
- Continue the villagers' conversations and receive the Holy Sword Elnart. Update your late-game weapon before seeking the final crest.
- After leaving the church, also hear Mediaum's and Kaitos's stories. Confirm that you can now enter the underground passage from Havan's house.
- Sources disagree about shop access after defeating Roein. Rather than relying on prices or free items, this guide advises finishing necessary resupply before the battle.
Havan's island: the Zolist's Stone and seventh crest
- Enter Havan's basement and explore the passage to the island. In rooms branching in several directions, note your entrance and which gem pedestals you have activated.
- Light pedestals revealed by defeating all enemies and those beyond rocks or barrels. Do not treat this as a straight route and follow only exits; collect side-path Gilded Falcons too.
- Speak to Havan on the island and receive the Zolist's Stone. Insert it into the wall recess to obtain the Silver-White Crest.
- Defeat Zorgia, hear how to raise the shrine and return to the coastal house. You now have all seven crest types.
- The connection map for all 12 underground rooms is still being checked. The following covers activating gem pedestals and receiving the island's items.
Lake Shrine exterior: move two chains to open the main gate
- Place the seven crests on the pedestals around the lake. For pedestals unreachable from land, descend into the water from a bridge and check routes behind waterfalls too.
- The main gate remains closed even after the shrine rises. Go around to the right and enter the exterior entrance from the water.
- Stack barrels to climb, then use the bow on distant levers and barrier power sources. After taking the key, return to the locked lower area.
- Use a barrel and your own weight to press floor switches simultaneously and reach the rusty-chain room. Strike the chain to move it, then press the switch.
- On the opposite side, handle barriers, keys and floor switches in order. Activating both chain mechanisms opens the main gate.
Shrine garden: village shortcut and healing point
- Gaps in the garden hedges are one-way passages. Check the way back before entering, then use the chest's key to open the central fence.
- Find the left and right keys and floor switches to extinguish the flames. Be sure to open the back-right warp, which leads to Inoa Village's well.
- There is an HP/MP recovery point at the back left. Heal before the long interior section and also inspect the Gilded Falcon and Magic Seed chests.
- If you have all 50 Gilded Falcons, return to the village and receive the Staff of Sorcery. Use the well warp you opened for the return trip.
Shrine interior: east and west clock towers and six flames
- After the Melzas event, time stops in the shrine. First climb both the east and west towers and operate the levers at their tops.
- On the east side, use chairs and barrels to climb the bookshelf, then cross the statues to the locked door. On the west side too, distinguish statues to break from those to keep as platforms while climbing.
- Once both levers restart time, the roof and attic routes become available. Press return-route floor switches to make shortcuts and look for the flame-extinguishing rooms.
- Handle floor switches pressed simultaneously with barrels or moving stones, levers delayed with Bombs and planters reached by using Jake's Beans to climb.
- While carrying large stones, keep some small rocks as platforms rather than breaking them all. Extinguishing six flames through switches on the branches lets you return toward Melzas.
- Check the Life Vessel room and healing point before the final battles. HP and MP recover after defeating the servant, but you must prepare enough to survive that servant battle yourself.
Final battles: appearance order and attack targets
- The first opponent is Melzas's servant. Do not chase it while airborne; time attacks for when it lands.
- Next, Melzas appears with copies. Remember the real one, which appears last, move accordingly and hit that body.
- In the giant form, avoid the arms' grabs and aim for the head at the back. Breaking an arm gives you time to approach, but it eventually regenerates.
- Use remaining healing and magic in this form. After winning, complete the final event and escape. Fixed hand damage and required hit counts are not given because equipment differences have not been checked.
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