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Lufia & the Fortress of Doom(Super Famicom)

Complete Walkthrough and Chapter List

Five chapters guide you from Alekia to the final Doom Island. From your current location, check dialogue prerequisites, required items, puzzles, battle preparation, and the next milestone. Includes spoilers for the ending and companion changes.

Choose a game: Lufia & the Fortress of Doom · Original Super Famicom versionLufia II: Rise of the Sinistrals walkthrough →

Version: Original Japanese Super Famicom version, released June 25, 1993 / Sources checked: 2026-10-03

Checks before you start reading

  • The present-day protagonist is Maxim's descendant. Do not confuse him with Maxim, the protagonist of II, or mix up story towns and ships.
  • Find your location in the chapter list and follow the detailed page's order. If a return-to-town conversation remains, defeating a boss alone will not open the next route.
  • The first game's Ancient Cave concerns requests and unlocking floors. Do not apply the entry conditions of II's 99-floor random dungeon.
CharacterJoining / escort milestoneCombat member?
Present-day protagonistMaxim's descendant, who begins the journey in AlekiaNormal party member; distinct from Maxim himself in the prologue
LufiaEvent when leaving AlekiaFights in the party; temporarily leaves after Nazuby and returns before the final battle
AguroTreck harbor incidentFights in the party; rejoins after the Lorbenia inn event
JerinLost Forest guide stationFights after formally joining
Laira, Ainea, Mark, and CooperEscort, guidance, and rescue-related accompanimentAccompanying NPCs; do not count them as normal combat members

From Alekia to reclaiming the ship

Past Doom Island and Alekia: Begin the present-day story

Maxim's opening party depicts the past war. The protagonist controlled afterward is his descendant; the opening equipment does not simply become your present-day inventory.

Towns and dungeons to check: Prologue / Alekia / Shrine / Chatam / Cave north of Alekia

Requirement to finish this section: Pass through the northern cave and reach the troubled town of Sheran.

  • In the prologue, advance deep into the temple and finish the Sinistral battles and conversations. Name the protagonist and begin the present-day journey in Alekia.
  • Pass through the northern cave and reach the troubled town of Sheran.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Alekia to reclaiming the ship

Rescuing Sheran: From Lufia joining to the locked doors

The first visit is for inspecting the castle's condition. The basement route opens after returning to Alekia, adding Lufia, and receiving the key from Danil.

Towns and dungeons to check: Sheran / Alekia / Cave north of Alekia / Chatam

Requirement to finish this section: Finish rescuing Sheran and escorting Laira to continue toward Treck.

  • Confirm the trouble in Sheran on your first visit, then return to Alekia. Do not get stuck trying to open doors whose key you do not yet have.
  • Finish rescuing Sheran and escorting Laira to continue toward Treck.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Alekia to reclaiming the ship

Cave east of Treck and Guy's house: Information about Artea

Before sailing onward, follow tavern and harbor conversations to find the way to visit Guy.

Towns and dungeons to check: Treck / Cave east of Treck / Guy's house

Requirement to finish this section: Finish talking to Guy, return to Treck, and meet Aguro at the harbor.

  • Go to Treck southwest of Sheran and talk to the old man in the tavern who knows Guy. Follow that information to the old man by the harbor.
  • Finish talking to Guy, return to Treck, and meet Aguro at the harbor.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Alekia to reclaiming the ship

Treck harbor and northern cave: Reclaim the ship

The harbor battle and the stolen-ship battle are separate. Finish both and report to the captain before proceeding to the voyage.

Towns and dungeons to check: Treck / Cave north of Treck

Requirement to finish this section: Report to the captain and arrive in Lorbenia.

  • Talk to Aguro at Treck harbor. After he joins, defeat the Mini Devil squad.
  • Report to the captain and arrive in Lorbenia.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Ancient Cave requests to Jerin joining

Lorbenia and Grenoble: Accept Ancient Cave work

The first game's Ancient Cave involves floor access and requests. It differs from II's 99-floor random exploration and blue-chest carry-in rules.

Towns and dungeons to check: Lorbenia / Grenoble / Ancient Cave B2

Requirement to finish this section: Receive the tower-entry letter and head to the tower northwest of Grenoble.

  • Aguro temporarily leaves in Lorbenia. Check the Lou event on the large store's third floor and the conversations afterward.
  • Receive the tower-entry letter and head to the tower northwest of Grenoble.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Ancient Cave requests to Jerin joining

Northwest tower, Kirof, and Medan: Link conversations after the solo fight

The protagonist fights Artea's pupil alone in the tower. The clues after victory lead into incidents in Kirof and Medan.

Towns and dungeons to check: Tower northwest of Grenoble / Kirof / Medan

Requirement to finish this section: Confirm Mark's accompaniment and the search request before entering the Ghost Cave.

  • Enter the tower northwest of Grenoble and check the protagonist's HP and healing items before speaking to Artea's pupil on 4F.
  • Confirm Mark's accompaniment and the search request before entering the Ghost Cave.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Ancient Cave requests to Jerin joining

Ghost Cave: Invisible paths and Devil Ghost

Stair choices from the entrance onward and the late aerial walkway are easy places to lose your way.

Towns and dungeons to check: Ghost Cave

Requirement to finish this section: Finish rescuing Reina and head to the passage cave northeast of Medan.

  • Locate the healing point beyond the first rope ladder. Remember how to return before going deeper.
  • Finish rescuing Reina and head to the passage cave northeast of Medan.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From Ancient Cave requests to Jerin joining

Belgen, the altar, and Sacrifice Tower: Rescue Jerin

Hear the village's request before going to the altar. The tower rescue and formal joining at the Lost Forest guide station are separate events.

Towns and dungeons to check: Medan / Cave northeast of Medan / Belgen / Cave southwest of Belgen / Cave west of Belgen / Sacrificial Altar / Sacrifice Tower / Surinagar / Lost Forest guide station / Lost Forest / Shrine

Requirement to finish this section: Jerin becomes a combat member, allowing you to reach Jenoba beyond the Lost Forest.

  • Pass through the cave northeast of Medan to Belgen. Hear the village's situation and offer help to the woman farther inside.
  • Jerin becomes a combat member, allowing you to reach Jenoba beyond the Lost Forest.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the three colored towers to obtaining the Falcon

Jenoba and the three colored towers: Separate the color collected from the color placed

A tower's color does not match the sapphire found there. After exploration, place gemstones matching the towers' colors in order.

Towns and dungeons to check: Jenoba / Blue Tower / Ruan / Red Tower / Green Tower / Medan Mine

Requirement to finish this section: Finish placing gems in all three towers to reach Elfrea with Ateleto.

  • Buy the old woman a drink in Jenoba's underground tavern and hear about the gemstones. Finish this conversation before visiting the three towers.
  • Finish placing gems in all three towers to reach Elfrea with Ateleto.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the three colored towers to obtaining the Falcon

Elfrea, Ranqs, and the mountain-pass tunnel: Pass invisible walls

Hear Artea's information about the underwater sword and professor. In the tunnel, use the position immediately before entering the invisible-wall hall as the route's starting point.

Towns and dungeons to check: Elfrea / Ranqs / Cave east of Ranqs / Mountain-pass tunnel

Requirement to finish this section: Cross the pass and reach Odel.

  • Meet Artea deep in Elfrea. Hear about the Dual Blade and Professor Raile, and also confirm receipt of Artea's Bow.
  • Cross the pass and reach Odel.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the three colored towers to obtaining the Falcon

Odel and Lyden: Watch the bridge repairs

Requesting help from Piron alone does not finish the job. Inspect the broken bridge on site, then move to higher ground to watch the repairs.

Towns and dungeons to check: Odel / Lyden / Cave west of Odel

Requirement to finish this section: After watching its repair, cross the bridge to continue to Arus.

  • Hear about the suspension bridge in Odel and meet Piron at the castle. Visit his companions in Lyden's restaurant, then report to Piron again.
  • After watching its repair, cross the bridge to continue to Arus.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the three colored towers to obtaining the Falcon

Arus, Tower of Grief, and the laboratory: Obtain the surface ship

Hear Flake's information, confirm the professor's return, and receive the Falcon at Shaia Laboratory No. 1.

Towns and dungeons to check: Arus / Tower of Grief / Shaia Laboratory No. 1

Requirement to finish this section: You can travel the sea surface with the Falcon and head to Shaia Laboratory No. 3.

  • Watch the event in Arus's flower field and talk to the old man beyond it. Pass through the western cave to the Tower of Grief.
  • You can travel the sea surface with the Falcon and head to Shaia Laboratory No. 3.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

7 Alumina and the diving upgrade

Laboratory No. 3, Baku, and Tower of Light: Cooper and the helmet caution

For the fixed-chest helmet in the Tower of Light, visit early after obtaining the ship. Treat early collection separately from the normal key-acquisition event.

Towns and dungeons to check: Shaia Laboratory No. 3 / Pawn Island / Baku / Ancient Cave B5 / Tower of Light / Linze

Requirement to finish this section: Use the Light Key to reach Linze and begin searching for Alumina.

  • After obtaining the Falcon, visit the Tower of Light before searching for Cooper. Use this early window if you want the Ancient Helmet on the top floor.
  • Use the Light Key to reach Linze and begin searching for Alumina.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

7 Alumina and the diving upgrade

Gaias and Roal: Count chest loot and the rescue reward separately

Roal's chest Alumina and the reward for rescuing Brant are separate. Check meeting the person separately from actually holding the required item.

Towns and dungeons to check: Gaias Island Cave / Cave northeast of the Tower of Light / Mars / Roal Island Cave

Requirement to finish this section: Check your inventory separately for 1 from Gaias, 1 from a Roal chest, and 1 as the rescue reward.

  • Go to Brant's house northeast of Linze. Follow the basement route to Gaias Island Cave and open the Alumina chest.
  • Check your inventory separately for 1 from Gaias, 1 from a Roal chest, and 1 as the rescue reward.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

7 Alumina and the diving upgrade

Urup, Elba, and Herat: Gather the remaining 4

Warps move you to sections of other islands, so you cannot manage counts by the name of the island you entered alone. Finally, complete Herat's cooking exchange before entering the treasury.

Towns and dungeons to check: Urup and Elba Island caves / Herat / Lyden / Cave east of Herat

Requirement to finish this section: Gather all 7 Alumina and begin searching for the professor from Laboratory No. 3.

  • Explore Urup and Elba Island caves. Check the area identity after warps, counting Urup's 2 and Elba's 1 separately.
  • Gather all 7 Alumina and begin searching for the professor from Laboratory No. 3.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

7 Alumina and the diving upgrade

Pirate Tower: Floor sequence and professor rescue

After defeating the boss, take the key and rescue the professor from prison; all of this is required for the upgrade.

Towns and dungeons to check: Shaia Laboratory No. 3 / Pirate Tower

Requirement to finish this section: Finish rescuing the professor and talking at the lab to let the Falcon dive.

  • Confirm the professor is absent from Laboratory No. 3, then head to the Pirate Tower on Aisen Island in the sea northwest of Mars.
  • Finish rescuing the professor and talking at the lab to let the Falcon dive.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the underwater sword to the Sinistral showdown

Soshette and underwater Doom Island: Take the Dual Blade

Even with diving unlocked, you cannot enter the temple from just anywhere at sea. Use the whirlpool near Soshette as the entrance.

Towns and dungeons to check: Soshette / Doom Island underwater cave / Daos's Temple, underwater

Requirement to finish this section: Finish returning to Soshette and look for a way to pursue the risen Doom Island.

  • Travel north-northeast from Laboratory No. 3 to the ring-shaped island. Resupply in Soshette on the north side, then sail into the nearby whirlpool to dive.
  • Finish returning to Soshette and look for a way to pursue the risen Doom Island.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the underwater sword to the Sinistral showdown

Epro, Oil Cave, and Frederia: Make the ship fly

After obtaining the Oil Key, use an underwater route to bypass the overland obstruction. Deliver the item to Laboratory No. 4 in Frederia.

Towns and dungeons to check: Shaia Laboratory No. 3 / Epro / Underwater cave north of Epro / Oil Cave / Frederia

Requirement to finish this section: Unlock Falcon flight to reach Albus.

  • Hear about the next upgrade at Laboratory No. 3 and visit Epro north of Mars. Check the item shop's out-of-stock information.
  • Unlock Falcon flight to reach Albus.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the underwater sword to the Sinistral showdown

Albus and Glasdar Tower: Check the key and final switches

Air currents block attempts to fly directly into the tower. Get the key in the northern cave and enter the tower through the southwestern cave.

Towns and dungeons to check: Albus / Cave north of Glasdar Tower / Cave southwest of Glasdar Tower / Glasdar Tower

Requirement to finish this section: Check the post-Nazuby party, equip the protagonist with a replacement weapon, and head to the final Doom Island.

  • Prepare equipment and HP/MP recovery in Albus. Enter the cave north of Glasdar Tower and use the lever to change warp destinations.
  • Check the post-Nazuby party, equip the protagonist with a replacement weapon, and head to the final Doom Island.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

From the underwater sword to the Sinistral showdown

Final Doom Island: From three-person consecutive battles to Guard Daos

While Lufia is absent, progress with the protagonist, Aguro, and Jerin. At the deepest point, check the sword's return separately from Lufia rejoining.

Towns and dungeons to check: Temple / Daos's Temple

Requirement to finish this section: Defeat Guard Daos and watch the ending.

  • Equip the protagonist's backup weapon and fly to the moved Doom Island. Heal and save at the entrance shrine.
  • Defeat Guard Daos and watch the ending.
Read progression steps, puzzles, and battle preparation → Back to article contents ↑

Verification scope of this walkthrough

  • This is normal main-story progression cross-checked between sources. A complete hardware playthrough, internal event flags, every chest's coordinates, and all enemy data remain unverified.
  • Sources differ on the helmet's fixed-chest deadline, the professor's prison floor, and optional Glasdar warps. Early collection is recommended or unconfirmed details are omitted.
  • Targets the original 1993 Japanese Super Famicom version. Changes in overseas editions, the DS version, or the port planned for 2027 have not been confirmed equivalent.
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