Walkthrough Hub
Every Age along the Doorway of Time — dungeons, bosses, shrines and key NPCs.
How this walkthrough is organised
Elliot and his fairy partner Faie travel the Doorway of Time across four eras spanning roughly a thousand years of Philabieldia. You begin in the present — the Age of Safekeeping — and push further into the past with each chapter. Start with the Prologue, then follow the Ages below.
The Four Ages
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Prologue / Demo
Doorway Ruins, the Tag Guardians, and Faie’s first Warp — the opening chapter in the Age of Safekeeping.
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Age of Budding
The dawn of civilization, furthest back in time. Hitoyori, the Myū, and the boss Salathmadru.
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Age of Magic
Humanity’s golden age in the city of Weyzn. Geared Ruins mirror puzzles and a twin mechanical boss.
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Age of Reconstruction
The dark ages around Littlehope. Ulfr Frostclaw, the Rathomobile, Frauki Kapo, and the scripted Kaifried fight.
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Age of Safekeeping
The present day — Kingdom of Huther. Ice Ruins, Lord of the Maw, and The Sorcerer at the Northern Tower.
Jump to a Chapter
Recommended Route
The story opens in the Age of Safekeeping (the present), where the Doorway Ruins beneath the Kingdom of Huther hold the Doorway of Time. From there you travel backwards through the eras — the Age of Budding is the earliest, the dawn of civilization at the settlement of Hitoyori; the Age of Magic is humanity’s golden age; and the Age of Reconstruction is the dark age that follows. Each Age has its own dungeons, a boss, and Shrines of the Mystic where Faie learns new magic — and because new abilities open paths in places you’ve already been, completionists revisit earlier Ages on the way to 100%.
Work the chapters in the order listed above: clear the Prologue first to learn Warp, then push from Safekeeping into the past, picking up each Age’s magic before the next so you’re never blocked by an impassable obstacle.
The Three Endings
All three endings are reached by confronting The Sorcerer at the bottom of the Northern Tower in the Age of Safekeeping:
- Bad Ending — defeat The Sorcerer normally for a non-final ending; reload to continue.
- Standard Ending — find the three sages (Grandtree, Mount Phoenix and Geared Ruins) to earn the Leytstaff Sword’s Mystic Seal charge, then defeat him with it.
- True Ending — equip the Amber Pendant from Princess Heuria’s room and, rather than defeating The Sorcerer, perform three perfect guards.
Related: The Four Ages & Endings · Shrines of the Mystic · All Bosses · Faie’s Magic