The Four Ages

The Four Ages

Travel the Doorway of Time across a thousand years of Philabieldia.

Doorway of Time4 Ages3 Endings

The Doorway of Time

To lift the curse on Princess Heuria of Huther, Elliot and his fairy partner Faie cross the Doorway of Time — found in the Doorway Ruins — to visit different periods in history. You begin in the present (the Age of Safekeeping) and travel further and further into the past. Across every age, a terrible threat looms over the journey.

The Four Ages (present → past)

  1. Age of Safekeeping — The Present

    Age of Safekeeping — The Present

    Elliot’s home era. The Kingdom of Huther stands protected by Heuria’s spell of Safekeeping. Holds the Doorway of Time and the final boss.

  2. Age of Reconstruction — The Dark Ages

    Age of Reconstruction — The Dark Ages

    Humanity’s remnants cling to life in Littlehope amid the ruins of a more prosperous time. The first era the Doorway sends you to.

  3. Age of Magic — A Golden Age

    Age of Magic — A Golden Age

    The height of prosperity, centered on the magic city of Weyzn — yet its future is a world of ruin.

  4. Age of Budding — The Birth of Civilization

    Age of Budding — The Birth of Civilization

    The period furthest back in time. Hitoyori, the Myū, and the dawn of human magic.

How dungeons change per Age

One Age, one full-length dungeon

The same geography recurs in every Age, re-skinned and re-gated by Faie’s abilities. Crucially, each dungeon is full-length in only ONE of the four Ages — in the other three it appears as a much shorter, simplified version of itself. For example, the Desert Caves are a smaller version in the Age of Safekeeping, while the Geared Ruins run full-length only in the Age of Magic.

Recurring dungeon mechanics across all Ages: color-coded Blue/Red keys, monster closets (doors lock until every enemy is defeated), a chest after most bosses, and ability gates — Bombs (cracked walls), Hammer (big nails), Dive (underwater), Vacuum (pull objects), Ignite (torches, ice, explosives).

The Three Endings

All three endings are decided at the same fight: the final boss The Sorcerer, at the bottom of the Northern Tower in the Age of Safekeeping. How you finish the fight determines the outcome.

⚠ Spoiler — Ending details (spoilers)

Bad Ending — “The Leytstaff and the Bad Ending”: defeat The Sorcerer normally. This gives a non-final ending plus an achievement; reload to continue.

Standard Ending: get the Leytstaff Sword from the Water Ruins (Reconstruction), then find the three sages — first at the Grandtree, second at Mount Phoenix, third at the Geared Ruins (which also grants the “Nomutota” Mystic Seal charge). Defeat The Sorcerer with the Mystic Seal attack.

True Ending — “At the Thousand-Year Journey’s End” (Gold): a longer path through all the Ages again. Obtain the Amber Pendant (Heuria’s room, Age of Safekeeping) and collect roughly 35–50 Cats. Equip the Amber Pendant and, instead of defeating The Sorcerer, perform three perfect guards.