Mystic Ark(Super Famicom)
Basics of Arks, figurines and recovery
Choose the target and command, and distinguish Hearts from Arks. Check protagonist defeat, recovering companions, healing-spell values and the World of Greenery's number boards.
Scope: Japanese SFC version / existing material checked October 2, 2026; additional correction scope October 13, 2026 / reproduction on hardware unverified / Content checked: October 2, 2026
Actions to choose after examining a target
| Action | When to use it | Example |
|---|---|---|
| Examine closely / look | When a surface inspection does not reveal an entrance | Ship model, chest interiors, shelves |
| Use an item | Give a key, Heart or material to a target | Stone Moon, seed Hearts, Amethyst |
| Use an Ark | Change a target's state with a spirit's power | Heavy devices, clocks, lamps |
| Shake / strike / touch | Look for acquisitions or mechanism reactions | Trees, clocks, paintings, music boxes |
- Commands on the same object may change after progression. If merely carrying an item does not advance things, select the target and actually use it.
Hearts and materializing companions are separate systems
- Use residents' Hearts on their matching figurines at the temple or elsewhere. Bring the Heart-filled figurines back to their original world and location to advance events.
- Materialize battle companions by placing Power or Wisdom in their figurines. Power allows 1 companion; obtaining Wisdom as well allows 2.
- After using an Ark on a different exploration target, also check its materialization and equipment-inhabiting state. Opening an entrance and preparing the battle party are not the same task.
6 companions and their roles
| Companion | Specialty | Uses and cautions |
|---|---|---|
| Mirene | Fire/ice and other magic, Mirror | Battles requiring elemental choices. Do not spend all MP on attacks |
| Lux | Iron-man equipment and lasers | Check exclusive Arms, Armor and Parts; do not buy only ordinary armor |
| Reeshine | Nunchaku, kicks and Focus | Battles emphasizing physical attacks. Assign magical healing to someone else |
| Tokio | Katana, Clone Slash and Focus | Uses physical attacks and speed. Check HP before enemy counterattacks too |
| Kamio | Axes, Barrage and breath attacks | Choose physical attacks and available elements. MP and Magic are separate stats |
| Meisha | Healing and support magic | Group healer. Give others items for when she cannot act |
- Carry reserve companions' figurines rather than leaving those you want to train in the temple. Carried reserves also grow, helping prepare healers and replacements.
- Equal growth speed to active companions and experience distribution rates are not guaranteed. Check actual levels and learned spells when choosing before bosses.
4 support spells: assign roles by learned abilities
| Spell | Learning levels cross-checked in materials | Party role to consider |
|---|---|---|
| Power | Male protagonist Lv9 / Meisha Lv11 | Support physical attackers |
| Hard | Female protagonist Lv18 / Meisha Lv9 | Prepare physical protection in advance |
| Speed | Female protagonist Lv8 / Tokio Lv4 / Meisha Lv6 | Choose who supplements speed |
| Death Guard | Male protagonist Lv15 / female protagonist Lv16 / Tokio Lv18 / Meisha Lv19 | In instant-death battles, check protagonist protection first |
- Check the male protagonist's attack support and the female protagonist's speed/defense spells. Share support they cannot use with Meisha or others, confirming it has actually been learned.
- This is a partial cross-check of 4 spells and 11 learning conditions. It does not guarantee every spell's effect size, duration, success rate or whether sections can be cleared before learning them.
Protagonist HP and recovering companions
- The protagonist reaching 0 HP causes defeat. Even with surviving companions, do not skip the protagonist's healing; check it first after group attacks too.
- When a companion reaches 0 HP, that companion returns to the temple. Do not assume equipment/items were discarded; retrieve the figurine in the temple and materialize the companion again.
- Before entering the House of Darkness, prepare healing usable by the protagonist alone. Do not enter the canvas with only companions' healing magic prepared.
9 healing spells: targets, values and learning
| Spell | Effect | MP cost | Availability |
|---|---|---|---|
| Health | 50 HP to 1 person | 3 | Both protagonists Lv2, Meisha Lv2 |
| More Health | 100 HP to 1 person | 6 | Male protagonist Lv13, female protagonist Lv12, Meisha Lv3 |
| High Health | 180 HP to 1 person | 10 | Mirene Lv19, Meisha Lv8 |
| Full Health | Fully restores 1 person's HP | 15 | Male protagonist Lv33, female protagonist Lv23, Meisha Lv18 |
| Heal | 50 HP to everyone | 6 | Male protagonist Lv21, female protagonist Lv20, Mirene Lv7 |
| Heal More | 100 HP to everyone | 12 | Meisha Lv14 |
| Heal High | 180 HP to everyone | 20 | Meisha Lv20 |
| Full Heal | Fully restores everyone's HP | 40 | Meisha Lv24 |
| Cure | Cures 1 person's status ailments | 4 | Female protagonist Lv26, Meisha Lv2 |
- Distinguish single-target Health spells from group Heal spells. One Heal High costs 20 MP and one Full Heal costs 40 MP, so do not plan around repeatedly casting only full recovery.
Understanding the World of Greenery's number boards
- Pattern numbers guide input selection, but matching only the sum is not necessarily correct. Cross-check the Junkyard's local examples separately from the laboratory board.
- Match each example to the current device and press the button after entering digits. Do not substitute 0346 for Pattern 13 or 0345 for Pattern 12 in the examples verified here.
| Target | Answer / completed layout | Check |
|---|---|---|
| Laboratory entrance | 2689 | Hear Einstein's story |
| Laboratory's 3-row board | Top 975 / middle 312 / bottom 468 | Operate after repairs and activation with the Ark of Light |
| Junkyard Pattern 19 | 3457 | Locally checked 4-digit example |
| Junkyard Pattern 16 | 2356 | Locally checked 4-digit example |
| Junkyard Pattern 13 | 1246 | Do not replace with 0346 |
| Junkyard Pattern 12 | 1245 | Do not use 0345 or the 3-digit 246 for this example |
| Junkyard Pattern 14 | 2345 | Locally checked 4-digit example |
- The laboratory's 3-row board is separate from the Junkyard sum puzzles. Check the completed layout before confirming.
- This does not diagram every terminal input or corridor. Do not reuse these 4-digit examples for the laboratory's 3-row arrangement board.
Crystal, Warp Gate and record points
- The Crystal provides travel in towns and on the field. Do not assume every destination is added merely by entering it; check the record points too.
- Warp Gate is the protagonist's travel spell and can also leave dungeons. However, do not treat the final world as an ordinary escape destination.
- To retain a town destination with a deadline, make a normal save there. See the secrets page for deadlines at Watermelon and Hinokio's house.
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