Age of Reconstruction — Walkthrough
The Dark Ages — humanity’s remnants cling on amid the ruins of a more prosperous time.
Overview
There is no spell of Safekeeping here. Survivors gather in the village of Littlehope with meager resources — most have given in to despair, but the young adventurer Heurich still looks ahead. This is the era the Doorway of Time first sends Elliot to.
Progression
Step-by-step dungeon progression for this Age will be detailed here. Cross-links to Faie Magic (shrines) and Weapons.
Bosses This Age (5)
| Ulfr Frostclaw | Northern Tower / Northern Caves region (Whiterea snow area) | First reasonably tricky boss in the game. He burrows into the snow; the best damage window is to hit him as he emerges from the snow after burrowing. | Sapling Spear / fast melee to punish the emergence window | Magicite |
| Kaifried the Traitor | Northern Tower - Sublevel Two (after the Kaifried cutscene). This fight marks where the Prologue Demo ends. | An unwinnable scripted battle by design - you cannot win, so let yourself lose to advance the story. | N/A (scripted loss) | None (story-driven) |
| The Rathomobile | Southern Caves - Desert Exit (reached using Ignite) | Use bombs to break its shield, then attack the exposed body. | Bombs (to break shield) + melee follow-up | Heavy Hammer weapon (from the chest), which can pound large nails |
| Frauki Kapo | Water Ruins - Sublevel One | Standard dungeon boss guarding the dungeon's key reward; defeat to clear the room. | Sword & Shield / Hammer | Big chest contains the Diving Manual (unlocks the Dive underwater ability) |
| Heurich | Age of Reconstruction (endurance battle during the three-sages / endings questline) | A lengthy endurance battle. Survive/outlast the fight; afterward you are directed to Mount Phoenix for the second sage. | Sustain-focused loadout; healing magicite + reliable melee | Unlocks path to Mount Phoenix (second sage) |
Related: All Bosses · Characters · Walkthrough Hub
Era & Setting
The Age of Reconstruction sits between the Ages of Magic and Safekeeping. The hub town is Littlehope Village (NPCs Diona and Calotesia). Much of Faie’s early magic — Ignite and Vacuum — plus the Hammer and Dive abilities are unlocked across this era. Mount Phoenix here holds the second sage for the Standard Ending.
Dungeons & Progression
Water Ruins → Diving Manual
The Water Ruins use raise/lower water-level and red/blue orb puzzles. Beat Frauki Kapo for the Diving Manual, which unlocks Dive (underwater chests and gates). The Water Ruins are also the source of the Leytstaff Sword, central to the Standard and True endings.
Southern Caves → Heavy Hammer
The full Desert/Southern Caves are gated by Vacuum. At Southern Caves – Desert Exit you fight The Rathomobile: bomb its shield off, then attack. The reward is the Heavy Hammer.
Boss Strategy Callouts
Ulfr Frostclaw — the first tricky boss
In the snow region. He burrows into the snow — the best window to deal damage is the moment he emerges. Be patient and punish on the surface.
Heurich (endings quest)
A lengthy endurance battle — survive it rather than rushing. Clearing it opens the path to Mount Phoenix (the second sage).
Kaifried the Traitor — scripted loss
The Northern Tower fight is unwinnable by design — let yourself lose. (This is also where the Prologue Demo ends.)
Key NPCs
Heurich
A young adventurer who still looks to the future; later an endurance boss in the endings quest.
Diona
A villager of Littlehope.
Calotesia
A villager of Littlehope.
Gallery