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Lunarium – Walkthrough Part 3: White Reef Isles

Lunarium Walkthrough

Lunarium features the story of a Knight named Ave and her Starfarer friend, Lune. After the events at Cyanstone, Ave mysteriously finds herself on a strange island surrounded by the ocean. Now, she must find a way to figure out the source of Nihilus and a way to protect Firleaves from the corruption that keeps seeping in from the region’s forest.

For more walkthroughs, check out Lunarium’s main hub here.

If you’re looking for more information about the game, please check out its official Steam page here.



Ryuu

As you wake up in the White Reef Isles, you’ll find a Starfarer called Ryuu nearby. She asks you to live the stories of the people in the area and light up the three lamps, and she’d be willing to take you to Paradise.

After talking to Ryuu, you’ll have to progress ahead. You’ll find strange gates of light in the area. These gates adjust the timeline in such a way that, if you interact with one, it will raise the water in the area drastically, which will also unlock new paths and close some old ones.

Each platform of the lantern has a riddle on it, which will help you figure out how to light it. However, if you just progress the story, you’ll be able to light the lanterns without needing any help from the riddles.

After passing through the gate and changing the time, a new path will appear that will take you to the bench. Here, you’ll find a ghost of a young man who aims to take down a gigantic beast in the oceans.

Pale Tear Village

From the bench, you’ll have to make your way to the village. You’ll have to go through a cave to the north of the bench and then keep progressing until you arrive at the Pale Tear Village

When you get there, you’ll find ghosts of many villagers talking among themselves, as if they’re reflections of the past. Furthermore, you’ll also find a strange cult called the Dreamsingers.

As you look around, you’ll find a locked gate with a Dreamsinger in front of it. You need a key to open this gate, but that can wait.

After listening to all the conversations, you’ll have to head to the drawbridge in the southeast area of the village. Once you pass the bridge, they’ll draw it up, closing the path to the village. The only way here is forward.

Lighthouse

As you pass through the bridge, you’ll find a resting bench nearby. From here, you have to go to the Shipyard, which is to the south of the resting bench.

There’s a key on a table inside the shipyard. This key opens the path ahead, which you’ll find a little deeper into the area.

As you pass through the gate, you’ll find several enemies. There’s a hatch here. Pass through the hatch, and you’ll have to go through a cave. Climb the vine in the cave, and you’ll find another gate of light shortly ahead.

This gate of light will teleport you to the Lighthouse. On the top floor of the lighthouse, you’ll find an alchemist leader of the Dreamsingers. You’ll have to fight against them.

The Lighthouse Guardian uses ranged attacks, and it’s quite challenging to lock it down. Keep in mind that you can use the Lighthouse’s light in the middle to avoid some projectiles.

Once you’ve defeated the guardian, it will drop a key, and one of the lanterns will light up. Use the key to unlock the hatch at the bottom floor of the Lighthouse.

Shipyard

After exiting the lighthouse, you’ll have to make your way to the Pale Tear Village by going through the path. Once you reach the village, bring down the drawbridge and progress towards the Shipyard.

The dreamsingers that were blocking your path before lighting up the lighthouse will have disappeared. This will open up a path for you. Here, you’ll be able to jump over on a ship that’s ready to sail away.

As the ship sails away, a huge Sea Monster will attack the ship. You’ll have to defeat this boss. You can’t directly attack the boss right away.

You’ll have to avoid its attacks. In some attacks, the Sea Monster will smash one of its fins on the deck. You’ll have to strike it to deal damage.

During one of the attacks, the Sea Monster will shoot out projectiles towards the ship. You’ll have to dodge each one to avoid them easily.

After you’ve survived the fight for long enough, one of the Sea Monster’s eyes will turn into a Nihilus Core. You’ll have to shoot an arrow at it. This will cause the Sea Monster to rest its fin on the deck, and you can attack it.

This will happen repeatedly until you’ve depleted all of the Boss’s HP. Once you’ve defeated the boss, it will drop a key.

You’ll then mysteriously return to the dock. There will be a locked gate here in the Shipyard. Use the key that dropped from the Sea Monster to unlock the gate.

As you progress further, you’ll find a bell. Ring the bell with an attack, and a raft will show up. Take the raft to head to the Harbor Edge.

Harbor Edge

As you sit on the raft, Ave will see the same mysterious lady in her dream. After arriving on Harbor Edge, it will be revealed that the area is Dreamsingers’ headquarters. You’ll have to progress in the area until you find a small pathway on a cliff.

This pathway will lead you to the hidden headquarters of Dreamsingers. As you walk in, you’ll eventually reach a bell. This bell is surrounded by ghosts of Dreamsingers and their lingering memories. Ring the bell, and it will drive away the ghosts.

You’ll find the Hub’s resting bench shortly ahead. Now, from this chamber, you can go right to go deeper into the laboratory, or you can go up.

However, to unlock the main gate on the path to the north, you’ll first have to hit four bells in the laboratory.

Secret Laboratory

As you enter the Secret Laboratory by going right from the Hub’s resting bench, you’ll have to find the markings on the ground.

These markings will take you to a lever, which will light up the markings and unlock some paths of the laboratory.

Pulling the first lever will light up the entire area. Leave the room with the first lever and go southeast. You’ll find a crack in the glass here that you can slip through.

Keep going right in the area until you reach another section. Here, you’ll find that the line breaks somewhere in the middle. Keep going straight ahead until you reach a room with the resting bench. The second lever will be here inside the room.

After you’ve pulled two levers, you’ll have to return to the laboratory entrance, just after the hub’s room with the bench. Here, you’ll find a gate where the two lines you’ve been following on the ground end up.

Go through the gate. You’ll find some Dreamslinger ghosts here. Ring the bell and leave the room. Walk back to the resting bench near the second switch. Leave the room and keep going southeast. You’ll find a gate that has become unlocked now.

Prison

Inside the depths of the Secret Laboratory, Ave will find a prison. Keep going down. There’s a sequence here where you have to pull the lever, and one of the lifts will go down, while the other one goes up. There are two levers here. You’ll have to adjust them accordingly as you cross to the other side.

The enemies inside the Prison are a little challenging, and I preferred running past them instead of risking going back to the bench.

Once you reach the other side of the sequence, go left. You’ll find another switch at the end of the path.

When you pass through the gate to the right of the third switch, you’ll find a lift here. Stand on the lift, and it will take you down.

You’ll encounter many enemies on the way, but eventually, you’ll reach the meeting room where you’ll find a bell and many ghosts of Dreamsingers.

Volcano Crab

Jump off the broken bridge after ringing the third bell. You’ll fall into the boss arena. Here, you’ll find the Volcano Crab Boss.

This boss has two health bars. Most of its attacks are slow and easy to avoid. However, once the first health bar is depleted, the boss will divide the arena into three parts.

During the first phase, the boss performs an attack where it jumps twice to attack you with its pincers. The third attack is a smash attack where the boss glows red. You can use the Sword of Rutilla to deal significant stagger damage to the boss.

In the second phase, the boss performs the same attack, but it will use jump attacks thrice instead of twice. You’ll have to use the Sword on the fourth jump.

Whenever a platform is covered in Nihilus, you’ll have to step to the other platform. Otherwise, you’ll take damage.

Once you’ve defeated the boss, the path ahead will open up. Walk through the bridge, and you’ll arrive near the fourth bell.

Dreamsingers

After ringing the fourth bell, take the nearby lift, and you’ll arrive near the main gate inside the hub. Go there, and you’ll find a bell.

Ring the bell to light up the second lantern. The path here will lead you out of the laboratory and back to Harbor Edge. From here, you’ll have to go northwest. You’ll find your way to a ship.

After arriving on the ship, you’ll have to go to the deepest chamber of the ship. Here, you’ll find the Dreamsinger priestess. Ave takes the liquid from her and drinks it.

A door will appear inside the ship. You’ll have to pass through the door to arrive in the priestess’ dream.

Dreamsinger Priestess

The Dreamsinger Priestess will fight you alongside her puppet. You’ll mostly have to deal with the puppet instead of the priestess because the puppet is quite aggressive. The priestess will occasionally fire projectiles in your direction.

In this battle, you have to focus on the priestess first. She doesn’t have a lot of HP, and if you can manage to land a few hits, you’ll be able to take her down quickly.

Once you’ve defeated the priestess, you’ll still have to defeat the puppet next. If you defeat the puppet first, it will be resurrected after the priestess is defeated.

It has a ton of HP, but its attacks are easy to avoid. Once you’ve defeated the puppet, you’ll be able to progress ahead.

After defeating the Dreamsinger Priestess, you’ll find the messenger’s key shortly ahead. Before you return to a bench, head north from your location. You’ll find the final bell here.

Ring the bell, and the third lantern will be lit. Ryuu will ask you to pass through the lantern bridge, and she’d be willing to talk to you.

The Witch Of The Abyss

After you’ve obtained the Messenger’s key, you can return to the Pale Tear Village and check out the Dreamsinger Priestess’ abode. You’ll find a path to the dream here, but you won’t be able to do anything there yet.

Return to the starting area of the White Reef Isle and pass through the lantern bridge.

As you arrive in the arena, Ryuu will challenge you to a battle, and you’ll have to fight against her. Ryuu mostly uses projectile attacks.

After you take out 40% of her HP, she switches to the second phase. The arena will switch, and her projectile attacks will get even more intense.

Her projectiles are fast, but they don’t deal as much damage. However, they can still overwhelm you easily.

Don’t give up, and you’ll win the battle easily. Once Ryuu has been defeated, she’ll agree to take you to Paradise.


This concludes Part 3 of the walkthrough for Lunarium.

For the next Part of the walkthrough, check out the game’s main hub here. You may also like the following pages:

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