Brain Lord (Super Famicom)
Full walkthrough
From town requests to the final room. Follow the key names, required spells, places to revisit and number puzzles in order.
Scope: Japanese Super Famicom version (released January 29, 1994) / Content checked: October 2, 2026
Arcs: requests before setting out and your first fairy
- After leaving the inn, visit the house to the northeast and defeat the mice inside. Receive the Buckler and Scrap of Paper as your reward, then check your shield on the equipment screen.
- Speak to Marlon at the blacksmith in the west of town and accept his request to find a Dragon Scale. This is a prerequisite for opening the Rock Tunnel later.
- Obtain the Crimson Jade in the hut on the northern outskirts. Use it as an item to summon a fairy, then let the fairy you want to train collect the Fairy Orbs dropped by enemies.
- Save and heal at the inn before heading north to the Tower of Light. Fairy growth and the main character's equipment upgrades are separate, so do not expect Remeer's attack to increase simply from defeating regular enemies.
Tower of Light, 2F: iron balls and three doors
- Push a stone onto the floor switch. Defeat the mice to obtain your first spell, Magic Shot, then hold B to charge it and release the button.
- A black iron ball keeps rolling until it hits an obstacle. Place a stone where you want it to stop, then push the ball to arrange for both switches to be pressed at once. Check the healing spring first as well.
- Check the three northern doors from the left. Collect the Warp Gate in the left room, then push the wall beyond the chest to reveal stairs down to 1F, where you can look for the Magic Wallet and a Heart.
- Beyond the middle door, guide the iron ball chasing you and collect the Seal Key. Take the Longbow in the room on the right, then return.
- Use the Seal Key and collect the Chain Mail beyond it. If you have the key but cannot proceed, compare the door's name with the name in your inventory and check whether you used it on a different locked door.
- Check behind the walls along the route to the 3F Key. The Foundation Jade is in a hidden-room chest, so do not stop after collecting only the chests in the passages.
Tower of Light, 3F-4F: Seeing Glasses and a chest opened by shooting
- Step on the three floor switches to open the door, then speak to Kashian to receive the Seeing Glasses. Use them to view the layout of your current floor.
- Head right through the room with blinking platforms and take the Detour Key at the end of the side route. Check the chest's name before heading for the door on the return route.
- The chest containing the Crossroads Key is not opened normally. Hit it twice with Magic Shot to break it and collect the key. Clear nearby enemies first so they do not interrupt your charge.
- Collect Magic Missile and a Heart on 3F. When Barness asks you to call your companions, speak to Rein. Avoid the iron balls in the room that opens and take the 4F Key from the chest.
- Watch the direction of the moving platforms on 4F before stepping onto them. Take the Empty Room Key on the east side, along with the Heart and Revival Mirror on the side route.
- Heal and save before the boss. Defeat the Giant Insect, take the Dragon Scale and deliver it to Marlon in Arcs.
Rock Tunnel: open the way with the Battle Axe
- Sell the Dragon Scale to Marlon and obtain a Battle Axe at the shop. Enter the underground passage behind the blacksmith and break the rocks blocking the way with the axe. Repeated sword swings do not serve the same purpose.
- Collect the Helmet and Gold Bar on the underground passage's side route. Save at any save statue you can use as a warp destination before moving on.
- Carry healing food and a spare Warp Gate before entering the Ancient Ruins. If you have a shield equipped, check its durability too.
Ancient Ruins, 1F-2F: darkness and number puzzles
- Take the Light Jade on 1F and summon its fairy in dark rooms. Floor arrows carry you in a particular direction, so check where the transport mechanism stops before approaching the next door.
- Near the entrance, collect the Hollow Room Key, Dark Room Key and Beneath the Earth Key in order. Record each locked door together with the chest you opened, using them as landmarks when retracing the same floor.
- On 2F, stop at the edge of holes and wait for moving platforms to return. Collect the Banded Mail and Morning Star before proceeding through the number rooms.
- Operate the numbered switches in the order 2 → 5 → 3. Take the Boomerang beyond the door. If you enter the wrong order, leave and re-enter the room rather than pressing only the mistaken number again.
- The puzzle that asks you to choose numbers from a number of days uses 3 → 6 → 5. Do not confuse it with another puzzle's answer; check the tablet and numbers together as you proceed.
- Use the Long Journey Key beyond the puzzle with three balls to line up. After pressing the switch for a timed door, hurry to it, and save before moving to the upper floors.
Ancient Ruins, 3F-4F: landing points and the Experiment Room Key
- Collect the Oblivion Key and Flying One's Key on 3F to open the doors. Also take the Steel Buster in the dead end leading to a chest.
- Where a tablet indicates "below here," stand below the tablet and fall through the floor. Take the Heart in the room below, then return to the save point before resuming the upper floors.
- Take the Cloak and Power Room Key on 4F. The Cloak is for movement, so check that you have changed back into armor before heading to the boss.
- From the power room, collect the Control Room Key, then the Experiment Room Key to proceed. The Research Room Key opens a different room; do not confuse it with the experiment room door.
- In the room with six switches, use 4 → 1 → 2 → 6. Collect a Guard Source and the Research Room Key in the research room ahead.
- Use the Experiment Room Key on the experiment room door. Obtain the Silver Tablet in the Grand Slam fight, check the side-route chests and healing, then return to town.
- Report to the elder in northeastern Arcs, then speak to Rein and take the southern road. Once you reach Toronto, visit the inn and library.
Toronto: library, arena and transport to the desert
- Give the Silver Tablet to the library to obtain the Life Jade. This gives you a fairy that heals while you stand still, letting you move away from relying only on food.
- Speak to Kashian on the inn's second floor and advance Vanessa's incident in town. At the arena, speak to Ferris near reception, then return to the inn and check your companions' conversations.
- After being transported to the Ice Castle in the desert, explore without assuming you can immediately return to town to shop. Before finishing the castle, check for missed spells, Jades and equipment.
Ice Castle: Fire Sword, three gates and Stop
- The castle is a dungeon extending from 1F above ground down to B5. On slippery floors, decide where to land and jump rather than constantly changing direction. Collect the Spike Boots on B1 too.
- Collect the Western Sky Key, Eastern Sea Key and Under the Ice Key to open the ground-floor rooms and entrances underground. Do not take the signs at face value and step on poison traps.
- Take the Fire Sword in the room opened with the Red Feather Key. Keep it to melt ice, then collect the Inside the Ice Key and Heavy Maul farther on.
- Meet Rein and Barness to receive Stop. You need it for the Ice Castle boss, so try switching spells as soon as you receive it.
- Underground, use the Gate 1 Key, Gate 2 Key and Gate 3 Key on their matching doors to proceed. You will retrace routes across floors, so note which gates you have opened.
- Take the Whirlpool Key and head deeper. Save at the statue before the boss, then select Stop and a weapon you find easy to use. Do not enter the boss fight while leaving equipment behind in the castle.
- Hit Phantom with Stop, then attack it with your weapon while it is frozen. After defeating it and returning to town, continue the library events and your companions' conversations.
Doruga Cave: Sapphire, Ice and the Fire Drake
- Speak to Raun at the church in Arcs to receive the Sapphire. Take the southern road, examine the stone statue to the west and head to the cave.
- Select Ice, which Ferris gave you in Toronto. Instead of trying to endure walking directly over lava, use Ice to make temporary footholds and cross.
- For the puzzle where rocks block the path, move far enough away to take the rocks off screen, then return and look for a layout where the rocks disappear. Do not try to solve it only by pushing them.
- Use the Earth Dragon Key and Sky Dragon Key to head underground. Take the Rock Breaker on 2F above ground and the Thunder Bow on 1F, then look for the Water Dragon Key and Death Dragon Key.
- Go to the Fire Drake on B2. This is not a boss battle to defeat it: listen to what it says and receive its power. Your base POWER increases by 5 and GUARD by 10.
- Finish collecting items in the rooms that were sealed, then return to Toronto. After the town is attacked, speak to your companions at the inn and enter the Worm Hole.
Worm Hole: follow your companions to Platinum
- After checking the attack event in Toronto, enter the hole in town. Follow your companions' positions and the branching paths inside the cave to reach the next building.
- Once you reach Platinum's entrance, save at the statue. Your options for returning are restricted in the dark rooms, so check your healing and spells here.
Platinum, 1F-2F: invisible walls and castle keys
- In the first dark section, summoning the light fairy does not reveal all the walls. Follow the walls, using Ghost's light and enemy positions as landmarks.
- Return and Warp Gates cannot be used in this dark section. If you get lost, walk back toward the entrance instead of trying to cross the entire space at once.
- Take the Darkness Key, Crumbling Castle Key and Endless Key in order to open the doors. Collect the Demon Realm Banquet Key along the 2F route and head to the upper floors.
- Do not stop to think while standing on crumbling floors; choose the next foothold and cross. Collect the Royal Armor and Warrior's Helm on the way upstairs.
Platinum, 3F-4F: return downstairs with Feather
- Place rocks on the two floor switches on 3F. Before making the diagonal jump toward the opened door, line up your direction at the edge of the platform.
- Collect the Night of Time Key and meet Rein, then head to 4F. Speak to Barness to receive Feather and switch your spell there.
- Use Feather to create a temporary floor over a hole, then return to the passage on 2F. This floor-creation mechanic is used in Platinum; do not assume it creates the same floors over holes in other castles.
- Descend from 2F into the darkness on 1F and use the World Destruction Key to reach the next room. Take the Spring of Death Key, then return to 4F. Also take the Silver Key and collect the Silver Sword on 3F.
- Travel between the upper floors to obtain the Entropy Key. In the remaining iron-ball room, stop a rolling ball by making it hit another ball.
- The Underworld Key is in a chest at the far end of the 2F side. Return to 4F to open the final locked door. Take the Great Axe on the side route too.
- Before the final room, check your armor, shield durability and food. Falling off the floor during the fight also restores the damage you have dealt to the boss, so avoid being forced to the edge.
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