Mystic Ark(Super Famicom)
Walkthrough of the 7 worlds
Check the next entrance, essential items and conversation order from the first ship to the final crystal. Required returns to the water source, repairs and Glass Slippers are included in progression.
Scope: Japanese SFC version / existing material checked October 2, 2026; additional correction scope October 13, 2026 / reproduction on hardware unverified / Content checked: October 15, 2026
Departure: turn the Goddess's Tear into a Crystal
- Use the tear received from the goddess at the hall fireplace. After obtaining the Crystal, leave through the south door and speak to the goddess statue.
- Return to the hall, examine the fireplace more closely and hear about the ship. Examine the ship model on floor 2, then touch it to enter the first world.
- In the destination hut, take the Rusty Key from the chest behind the desk and open the entrance. The hut's jar returns you to the temple; distinguish it from the exit.
- The Crystal's destinations and normal saves are separate. When you find a record point in town or at a goddess statue, also check registration.
World of Sand 1: obtaining the rank certificate
- Enter the red Blood Hook and advance Sixpack's request. Deliver food to Bragg in the cell to gain an ally.
- The black Ganbos cannot be entered through the front initially. Accept the reconnaissance request and infiltrate through the underground route connected to the forge.
- Receive the Report from Pinkhead aboard the infiltrated ship and deliver it to Sixpack on the red ship. Obtain the Rank Certificate before returning to the Ganbos's front entrance.
- Check and report the missing supplies to gain access to your room. Collect the Stone Moon from the wardrobe inside.
- Do not confuse the ship colors or their forces. Receiving the Report is not enough; give it to Sixpack.
World of Sand 2: sapling, quarry and King Mole
- Use the Stone Moon in the crescent-shaped recess on the southeastern bridge. Obtain the Sapling in the Aquatic Plant Jungle and deliver it for the Ganbos request.
- Return to the Blood Hook and accept the quarry work. After moving the rocks, head deep underground.
- Defeat Sandworm underground and take the Iron beyond the hole that opens. Give it to Sixpack, then return for another piece before finishing the World of Sand. It becomes a material for the Warrior's Sword later.
- If stuck on King Mole below the forge, hear Bragg's story. Follow the process of preparing medicine at Matoya's Lighthouse instead of repeating the same battle by force.
- Accept deck-cleaning work on the Ganbos to receive the Deck Brush. You can also obtain it later by speaking to Jarasy in the tavern.
World of Sand 3: Matoya's ingredients and the Ark of Power
- Check the lighthouse mechanism by moving the cursor to the bottom option. Find Matoya's Glasses by examining the cupboard on her floor.
- The medicine ingredients are an Onion, Fire Scotch, Chess Piece, Rat's Tail and Healing Sapling. Cross-check their locations in the item page's ingredient table and deliver all 5.
- After receiving the medicine, return underground to King Mole, use it on the enemy and fight. Water returns afterward, allowing a boat trip to Chavez's Altar in the southeast.
- The altar's colors correspond to SFC button positions: red is right, blue is up, yellow is down and green is left. Read the tablet's directions in floor-tile units to unseal the chest.
- After obtaining the Ark of Power, speak to the temple's goddess statue. Collect companion figurines, use Power on the heavy device in the island windmill and press its switch. Enter the next world through the kitchen pumpkin.
- A complete tile diagram of Chavez's Altar is not provided because it has not been cross-checked. Match the game's color/step instructions to the actual floor.
World of Fruit 1: real residents and 2 Hearts
- Hear the Watermelon mayor's story and head east to Loofah Bridge. Examine the leaf-hidden entrance, go underground and use the Ark of Power to open the cell.
- Receive Fried Tofu from the real item-shop owner. Offer it to the fox ornament, then follow the figure that appears farther underground.
- Get past the Fox battle and defeat Metal Fox at the back. Return to Loofah Bridge and receive the Pineapple Heart and Grape Heart from the item-shop owner.
- Examine the crates in the temple kitchen and use each Heart on its corresponding seed figurine. Do not place Hearts directly in the soil; turn them into seeds and take them back to the World of Fruit.
- Plant the Pineapple and Grape Seeds in the differently colored soil beside the dry river. Report to the Watermelon mayor and clear Beetle's Hideout at the western mountain's foot.
- Planting the 2 seeds does not yet give you the Ark of Light. The bird, Grape and water-source events follow.
World of Fruit 2: restore the crow's nest and water source
- After the Beetle battle, speak to the mayor in Pineapple and go northwest to the Crow Forest. Examine the nest at the back, shake the tree and take the Chick Heart.
- Use the Heart on the chick figurine outside the temple and bring it back to the forest. After the parent and chick fly away, climb to the nest and retrieve the stolen Grape Seed.
- Return to Pineapple, finish the seed matter and hear about the water source from the mayor. Enter the Water Source Cave to the west, sheltering in recesses to let rolling rocks pass.
- Receive a Jar upstream and fill it with cold water. Use the water on the sloth in Watermelon to have it accompany you.
- Bring the sloth deep into the water-source area. It advances and moves a rock to block the hole the water was falling into, restoring the channel. Check the changed flow, return to Pineapple and speak to the mayor before proceeding to the Grape attack event.
- Being pushed underground by a rock does not mean the water-source event has failed and ended. Return to the upper route and try progressing again.
World of Fruit 3: northeastern tree and the Ark of Light
- Defeat Beetle in Grape and receive Beetle's Key. Use it at the northeastern tree's entrance to enter.
- Climb inside the tree using stairs and vines. Some dead-end vines are collection branches; return to the previous fork after taking the chest.
- King Beetle is followed by Kosukkara. Do not exhaust healing on the first opponent; finish the 2 battles and take the Ark of Light.
- Return to floor 2 of the windmill on the temple island. Use the Ark of Light on the music box, turn the screw, then touch it to enter the World of Children.
- After obtaining Light, you can receive a Steel Sword from the sloth in Pineapple. Upgrade equipment on a side trip before continuing.
World of Children 1: 4 books and hide-and-seek
- Examine the clock, houseplant, outdoor well and desk in another house to collect the 4 books: Clock, Plants, Underground and Moon. In the entrance room, return Clock and Moon to the left bookshelf, Plants and Underground to the right. If the bars remain closed, check the shelves used as well as the book count.
- Help Cynthia with her hat caught in a tree, then join the children's hide-and-seek. Vince is in a jar, and other children hide in the shelves of a house with many books.
- Find everyone and hear about going to Keysdam's Mansion. Speak to Cecil and the children there, then use the bedroom conversation to advance to the next morning.
- Obtain an Empty Bottle in the mansion kitchen. You will need it to make a drink at Sweet Mountain and bring Candy back.
- Sources differ on Ray's left/right position in the second hide-and-seek, so no fixed tile is listed. Examine the counter area yourself.
- Books placed on the wrong shelf return to you. Even with all 4 books, match the left/right combinations before checking the exit.
World of Children 2: Sweet Mountain and the Plaza Heart
- Go to the gatekeeper and hear the children's story, then check the password on the mansion noticeboard. Answer the gatekeeper with "pink," then "Stompas."
- Solve the first cave's 5-cake puzzle separately from the later exit-blocking puzzle. Open the relevant room on the supplement page for placement procedures.
- Put milk from the large cup into the Empty Bottle, then add tea to that same bottle. Give the resulting milk tea to the chocolate tablet.
- Solve each of the next 4 cake-placement puzzles and questions. The time answer is 2:05 and the stone name is topaz. Sources differ on room directions, so identify the question by its content.
- Put Candy in the bottle at the back and speak to the child to return to the entrance. Spend the night at the mansion, then give Regina the Candy to receive the Plaza Heart.
- Examine the plaza figurine in the temple's floor-2 ship-model room and use the Heart. Bring it back to the mansion to restore the plaza and advance Cecil's and the children's conversations.
- The first 5-cake and later exit-blocking-room procedures are on the supplement page. The minimum Candy quantity is unverified. Do not exhaust bottle contents before the plaza exchange.
World of Children 3: from the book fragment to Soda Hall
- Examine the grove book in the mansion library and advance conversations with the children. Take the Book Fragment near the toys before going to the Great Cedar Grove.
- Do not enter the directions from an arbitrary position near the grove entrance. Read the book's instructions on the route beyond the well, then go up → right → down → up.
- After meeting the gatekeeper at the back, speak to the children in the dead end and check the mansion fireplace's password. Return to the gatekeeper and answer "green-pepper pilaf" to enter Soda Hall.
- The Monster Radar does not work in Soda Hall. Do not assume enemies are gone; heal along the way and advance to Aqua Hydra at the back.
- In the room where you choose from 3 chests, do not try to open a second one. After collecting, proceed to the battle at the back, defeat Aqua Hydra and return to the mansion with the children.
- Taking the Book Fragment is itself a progression condition. Do not skip that event merely because you know the directions.
World of Children 4: the laboratory's 7 differences and the Ark of Wisdom
- Check on the children at the mansion and receive the Brass Key from Neen. Open the locked room on floor 2 and descend into the laboratory.
- For the cutlery mechanism, put knives in the upper jar and forks in the lower jar. Take each set from the outside inward and place them to reveal the stairs.
- Check the model room. In the spot-the-difference room, examine 7 targets: the jar, 2 desks, book, entrance door, bookshelf and wardrobe. The door you entered through counts too.
- In the room with 2 tablets, examine the floor near the entrance and press the hidden switch. After traveling via the right tablet, ring the Glass Bell and use the right tablet again.
- Get past Minotaur and proceed to Chimera. Prepare instant-death protection and concentrate physical attacks that exceed its healing.
- After hearing Cecil's story, collect the Ark of Wisdom in the mansion storeroom. Use it on the temple's floor-2 clock to enter the next world.
- HP/MP recover before Chimera, but equipment and instant-death protection still need checking. If capturing an Undeheart, do so while underground enemies are still appearing.
World of Greenery 1: Edison and Snowgate
- Collect the Heart at Edison's house in Keepunsign and return it to the corresponding temple figurine. Bring the figurine back to the house and speak to him.
- When asked for Golden Wine at Snowgate, go to the town tavern. Accept work there, obtain the wine and return to the checkpoint.
- After being dropped into the Bottomless Cave, advance through it to escape. Use the Rona Heart you picked up on its temple figurine and take it back to the checkpoint.
- Cross the now-passable Snowgate to Dupro. In the soundless town, learn sign language in the house next to the weapon shop before continuing conversations.
- Color and sound conditions differ by location in the World of Greenery. If residents do not respond, also check whether you have unlocked the means of communication.
World of Greenery 2: Graham, Einstein and repair materials
- Hear the Dupro shopkeeper's request for a shop attendant. Introduce Graham from Keepunsign, then help Pablo in Bell Forest and take the newly revealed underground route to Ratwood.
- Hear Einstein's story and enter 2689 at the laboratory entrance. Examine the machine and return, then search his house's bookshelf for the Letter.
- Deliver the Letter to Edison and meet him in Ratwood. Repairs need Beech Sap and Veralite. Fill an Empty Bottle with sap in the grove west of Dupro and obtain the metal in Bell Forest.
- Give Edison both materials. If you used the sap for a sword first, collect another batch for repairs. If short of Empty Bottles, return to Keysdam's kitchen.
- Finish the repair and rest events, then enter the laboratory. Use the Ark of Light to start the device and operate the 3-row number board to go underground.
- The completed 3-row board is top 975, middle 312, bottom 468. The full input sequence from the initial layout is unverified and is treated separately from the completed layout.
World of Greenery 3: Metalimo and the Junkyard code
- Your first descent underground inflicts poison. Cure it before advancing to Metalimo, give herbal items to the sick residents and speak to Loosewrench.
- Receive the Open Card and use it on the elevator to reach the Junkyard beyond the factory. Match each code device's pattern number with its digit sum.
- Check the current device's pattern before entering a code. Local examples are 19:3457, 16:2356, 13:1246, 12:1245 and 14:2345. Do not substitute a different sequence with the same sum; press the button after entering the digits to confirm the unlock.
- Fight 3 Death Knights in the depths. After defeating them, examine the room's device to upgrade the Open Card for use in the Hydro Area too.
- Return to Loosewrench in Metalimo before taking the Ark of Fire to receive Titanium Armor for Lux. Do not postpone this reward.
- A complete passage diagram showing every code has not been made. The basic-systems page collects the decoding number table.
World of Greenery 4: obtain the Ark of Fire in Hydro Cell
- Use the upgraded Open Card to enter the Hydro Area. Take the town's central elevator into Hydro Cell and descend to the sealed floor.
- Open the deepest chest and collect the Ark of Fire. Check how the town changes, organize needed equipment and figurine side trips, then return to the temple.
- Use the Ark of Fire on the entrance lamp at the hut north of the island. Inside, use the Ark of Wisdom on the bookshelf, then examine the flask at the back to enter the World of Wind.
- Obtaining the Ark of Fire removes some World of Greenery enemy encounters. Capture colored orcs and Beholders before that point.
World of Wind 1: prepare the ancient books and mirror
- Hear the child Remul's story in Nanaka and go east to the Wind Cave. Use the Ark of Wisdom on the stone monument at the back, then return to report to the elder.
- Cross Shirara Mountain to Kumu. Collect the Blue Book and Black Book below the Ruins Tower, give them to Siltis and proceed to the Quicksand Cave.
- In the rooms with 3 statues, examine them in progression order: right, upper center, right, left, upper center, and defeat Stone Dragon. After each battle, check that the passage rock is gone rather than the statue itself. Push the rock yourself in the final room to reach the Ancient Mirror.
- Return to Korn's entrance with the Ancient Mirror. Block the power used on the entrance clone with the mirror, then finish the battle and proceed inside.
- You can enter Kumu's Windmill Tower now, but the Glass Ball requires the Ark of Water obtained later.
World of Wind 2: from Korn's device to the Ark of Wood
- Explore below Korn, stopping devices to open more areas. Use the Ark of Wisdom on the machine at the back, then receive the Black Book from Siltis after leaving.
- Return to the Ruins Tower and use the Black Book at the moving floor that pushes you back. Climb higher and use Wisdom, then Power, on the topmost device.
- Cross the fallen tower to the ruins beyond. Pass the clone area, defeat Kuga and use the Ark of Wisdom on the nearby device.
- Return to Nanaka, speak to the elder and receive the Ark of Wood from the chest. Use it on the pencil on the temple's floor-2 desk, then examine the floor-1 canvas to enter the House of Darkness.
- Once inside the House of Darkness, you cannot leave until clearing it, and cannot return afterward. Prepare solo healing and defensive options before using the canvas.
House of Darkness 1: clock face, crates and basement key
- Read the diary in its room and take the passage that opens. In the painting room, shake the 2 paintings to solve the mechanism. Complete painting layouts are unverified, so examine them while watching the changes in-game.
- Strike the clock to take its numeral 4 and burn it in the fireplace. Open the 3 crates, then shake the last one opened to obtain the Crate Key.
- Open the crate requiring the key and go downstairs. Blow on the spiderweb 3 times and light another room's fireplace to hatch the egg. Examine the lizard and obtain its Tail.
- Shake jars to find the Wardrobe Key and open the matching wardrobe. Press the device button and follow the passage that appears.
- Even with materialized companions, this world is explored by the protagonist alone. The Fierce Beast room is optional; prioritize required progression if unprepared.
House of Darkness 2: wine, sealed statues and 4 candle colors
- Take the Wineglass and White Wine from cupboards in the left and right rooms. Place both on the desk, pour into the glass and drink to advance the mechanism. This spot can restore HP/MP afterward.
- Ring the bell, examine the clock and retrieve the Clock Screw. Use it on the golden jar, then proceed to the room where you can obtain Amethyst.
- Use Amethyst on each sealed statue. Do not keep examining only the final door while leaving statues along the way unfinished.
- Light candles red → blue → yellow → green, or right → left → up → down by room position. Take the Ark of Water beyond the opened passage.
- Use the Ark of Water on the kitchen bottle to fill it. Extinguish the hall fireplace, go behind it and use the Ark of Wisdom to read the difficult book.
- Wine can heal after the event, but carelessly touching the spiderweb inflicts poison. Distinguish the healing spot from targets you need not examine again.
World of Fairy Tales 1: sandwich, the king's request and Waz
- Check Twinkle's sign and hear the castle king's story, then accept the wolf hunt. Use the Ark of Wood on the tree left of the inn to take a Sandwich.
- Give the Sandwich to the figure blocking Gum Forest's route, then proceed through vines and caves. Defeat Wolf, hear Red Hood's story and report to the king.
- Meet Lion in Kuru Forest to the east. Speak to the king, receive the Letter of Introduction and head northwest to Waz's Tower.
- Speak to Waz at the back of the tower and receive the Staff. Return to Twinkle, advance conversations at the inn, with residents and in the castle, and prepare for the ball.
- Do not confuse the Poison Apple from the right tree with the Sandwich. The Ark of Wood also reveals hidden items.
World of Fairy Tales 2: from a Glass Ball to 19-foot slippers
- Take the Dress from the castle tailor and deliver it to Cinderena. Ask the old man next door about shoes, then return to Kumu in the World of Wind.
- Climb Kumu's Windmill Tower. Some floors' visible walls/stairs do not match actual passable spaces, so do not judge a dead end by appearance alone.
- Use the Ark of Water on the upper-floor gear to obtain the Glass Ball. In Kuru Forest in the World of Fairy Tales, use it on the tree where you met Lion.
- Choose the 19-foot Glass Slippers and give them to Cinderena. After the ball, proceed to restoring residents who became figurines.
- Complete Windmill Tower floor-tile diagrams are unverified. This guide covers when to return, operating the gear and the shoe size.
World of Fairy Tales 3: restore 4 residents and follow the missing townspeople
- Collect the King's Heart at the throne, Cinderena's Heart through the prince conversation, Red Hood's Heart at her grandmother's house, and the Goose Heart at the goose's house.
- For Goose, use the Ark of Wood on the stump, climb the vine and restore it at the figurine beyond. Use the other 3 Hearts on their matching temple figurines and bring them back.
- Revisit Waz's Tower at the king's request. Returning reveals the residents have vanished. Collect the Concealing Clothes from the chest in the castle's floor-1 tailor room.
- Equip the clothes and pass through the figure blocking Karaskobes Falls. Peek inside the chests along the route to find switches and open a path deeper into the falls.
- Fight Kosukkara, Water Dragon and Darkness, then receive the Ark of Darkness. The falls have a record point; make a normal save before going deeper.
- The missing residents are part of this stage's progression. Hinokio provides healing and saving. Do not keep searching the empty town only for shops or inns.
Final world: open a shortcut and reach the Evil Heart
- Go to the back of the temple figurine room and use the Ark of Darkness on the crystal. The final world has no healing or normal-save point, so take care of those in another world before entering.
- Beyond Iron Claw, take the third of the 4 passages from the left to progress. After collecting chests in the other entrances, return to the same fork and choose again.
- Use the switch along the way to open a shortcut back to the entrance. If supplies are depleted, return through the entrance and heal aboard the Blood Hook or elsewhere before trying again.
- Defeat Nagarasha and proceed deeper to the Evil Heart. Assign magic protection, physical accuracy/damage and group healing before the final battle.
- This guide does not say Warp Gate can escape the final world. Use the return-route switch and entrance. See the boss page for specific final-battle preparation.
Find by puzzle or acquisition location
Limited supplements for the Pirate and Children worlds. Open answers for the room you need. All-world chests and the laboratory number board's initial layout/input sequence remain under review. No hardware retesting has been performed.
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