Areas

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The world of Secrets of Grindea has a lot of different environments.The player travels fairly linearly through these areas, helping people and continuing their quest steadily. Most areas also have a Dungeon attached to them, which one could see as an area on their own. There are a few differences however, typically dungeons require the player to solve puzzles to progress, and they contain one or more Bosses. Quests are more prominent in areas, as well as smaller puzzles that reward chests. Regular areas currently also has a place for Fishing and a related trophy for acquiring all the unique fish. However, since dungeons also appear on the map, they are also included here.

List of areas

Startington

Startington is the player's hometown, and the place where the Wooden Sword and Wooden Shield are obtained. It features a couple of quests and npcs, but no shops and no teleport plate.

Pillar Mountains

The Pillar Mountains are the first wild area where enemies are encountered. A teleport plate is located at the exit to Startington, and there are a couple of chests available. The first Boss fight also takes place here, on the bridge to Evergrind City. The chests that are available are not very hidden and there are no puzzles present, meaning players can focus on understanding the combat and movement. There is a single chest that is unobtainable from when the player first enters this area, as it requires the Seasons Change ability to access.

Evergrind Fields

The Evergrind Fields consists of three separate areas: Evergrind Fields:East, Evergrind Fields:South, and Evergrind Fields:West. They all have slightly different but similar enemy types, and a few secrets. Robin's cabin is located in the southern fields, as well as the farm to the west, and a fishing area to the east. The southern fields also contain Marino Manor, and a boss fight a bit later into the game.

Evergrind City

Evergrind City is the main capital, and it is by far the largest city. It has some quests, the Arena, every shop imaginable, a hairdresser's, and the player's house. It is also where the Collector's HQ is located, which contains the Memory Room.

Pumpkin Woods

The Pumpkin Woods are a haunted forest that contains scary ghosts and haunted enemies. It is cursed to make sure no one can pass through them, protecting the Flying Fortress from unwanted visitors. There are very few people who live here, meaning only a few quests are available in this area. There is a spot for fishing however, as well as a few chests and puzzles. The graveyard is also located here, next to a statue of Grindea and a Bishop.

Flying Fortress

The Flying Fortress is the first real dungeon, which contains enemy gauntlets and puzzles galore. The puzzles don't only reward chests, but also access to the rest of the fortress. There are two bosses, one rewarding the Phase-Shift ability and the other Amalet.

Seasonne

Seasonne, the fields of eternal winter, are home to a few people, but mostly a lot of monsters. There are some quests available here, some puzzles and chests, and a fishing spot. This area has both a mini-dungeon and an actual dungeon, as well as the town of the Fae.

Santa Fae

Santa Fae is the capital of the Fae, mystical creatures that manipulate the seasons. It is ruled by four elders representing the four seasons, and together they protect the entrance to the Temple of Seasons, where no human may enter.

Temple of Seasons

The Temple of Seasons is the second dungeon, home to the knights and mages of the seasons. However, the spring enemies are missing, and the spring orb is greyed out. This is likely because Naniva, the spring elder, doesn't have control over her powers yet. There are again two bosses, the first one rewarding access to the rest of the temple, and the second rewarding Gaan'tlet.

Mt. Bloom

Mount Bloom is a mountain filled with poisonous gasses, hostile flora and fauna, and crystal formations. It contains a few quests and chests, as well as a fishing spot. The only people present here are miners and adventurers, and there is a population of cavelings of questionable friendliness. It is also home to the Trick Phase course created by Tannie Hawk, which is where most of the chests are located.

Tai Ming

Tai Ming is a long abandoned city, home to Zhamla Meer. Before the Cataclysm, it was the place where many artifacts were created, and it had its own Collector's HQ. It functions as both a city and a dungeon, as it requires solving puzzles to progress, and contains more than a few enemy gauntlets. It even has four bosses, one rewarding access to the city, and one rewarding the Emblem of Valor. Tai Ming consists of two sub-areas: Tai Ming:Inner City, and Tai Ming:Sacred Shrine.

Dragonbone Dunes

The Dragonbone Dunes are a desert, full of archaeologists, hostile vegetables, and math puzzles. If contains a couple of puzzles related to chests, as well as a series of math puzzles for unique rewards. There is a fishing spot, a lot of quests, a saloon, and even two boss fights.

Port Monnaie

Port Monnaie is a port city, with shops, quests, and even some chests! It is both a popular holiday location because of its beach, and a trading post (especially with the Merchant Isles).

The Lost Ship

The Lost Ship is a shipwrecked vessel that's haunted by ghosts located in the Twilight Realm. This is also the place where the Twi-Sight is acquired, allowing the player to see and slay these ghosts. The only friendly people on this ship are a scientist, and Mixe's bar of ghosts. It has a single quest, but multiple chests and puzzles that either award a chest or access to the rest of the ship. There are three bossfights, two rewarding access to new rooms, and the third rewarding Braazlet.

Forgotten Tower

The Forgotten Tower is the final dungeon of the game, and is the place where Zhamla is locked up. It appears as Ancient Ruins before completing The Lost Ship, handing in the quest, and viewing the following cutscene.