number:1
collectable:COLLECTABLE_POTION_HEALING
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:7 entity:VillageRooms
file: "scripts/disc3/mapdisc3/foes/scr_enemy_mapfighta.asm" state:DEFAULT_STATE entity:ENEMY_MapFightA
file: "scripts/disc2/village/scr_village_rooms.asm" state:7 entity:VillageRooms
file: "scripts/disc3/mapdisc3/foes/scr_enemy_mapfighta.asm" state:DEFAULT_STATE entity:ENEMY_MapFightA
A potion for healing
number:2
collectable:COLLECTABLE_BASICSWORD
referenced in:
file: "scripts/disc2/villageinterior/scr_villageinterior_rooms.asm" state:ROOM_ENTER_HUNTER entity:VillageInteriorRooms
file: "scripts/disc2/villageinterior/scr_villageinterior_rooms.asm" state:ROOM_ENTER_HUNTER entity:VillageInteriorRooms
The basic sword. Initially found in the boatshouse.
number:3
collectable:COLLECTABLE_BOW
referenced in:
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_GRAVEYARD_BOWROOM entity:DungeonRooms
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_GRAVEYARD_BOWROOM entity:DungeonRooms
The bow.
number:4
collectable:COLLECTABLE_FRUIT
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:0 entity:VillageRooms
file: "scripts/disc2/forest/npc/scr_npc_swan.asm" state:ENTITYSTATE_INTERACT entity:NPC_Swan
file: "scripts/disc2/forest/npc/scr_npc_swan.asm" state:DEFAULT_STATE entity:NPC_Swan
file: "scripts/disc2/village/scr_village_rooms.asm" state:0 entity:VillageRooms
file: "scripts/disc2/forest/npc/scr_npc_swan.asm" state:ENTITYSTATE_INTERACT entity:NPC_Swan
file: "scripts/disc2/forest/npc/scr_npc_swan.asm" state:DEFAULT_STATE entity:NPC_Swan
A fruit!
number:5
collectable:COLLECTABLE_VILLAGE_ALTAR_STONE
apply:APPLYING_INVENTORYITEM_VILLAGE_SPELLSTONE
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_SECONDSCREEN entity:VillageRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_EXITTOFOREST entity:VillageRooms
file: "scripts/disc2/village/npc/scr_entity_village_altar.asm" state:ENTITYSTATE_INTERACT entity:ENTITY_VillageAltar
file: "scripts/disc2/village/npc/scr_entity_village_altar.asm" state:DEFAULT_STATE entity:ENTITY_VillageAltar
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_SECONDSCREEN entity:VillageRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_EXITTOFOREST entity:VillageRooms
file: "scripts/disc2/village/npc/scr_entity_village_altar.asm" state:ENTITYSTATE_INTERACT entity:ENTITY_VillageAltar
file: "scripts/disc2/village/npc/scr_entity_village_altar.asm" state:DEFAULT_STATE entity:ENTITY_VillageAltar
The altar stones. There are three of them. They must be used with the altar to remove the people vanishing spell!
number:6
collectable:COLLECTABLE_MANSION_KEY
referenced in:
file: "scripts/disc2/village/npc/scr_npc_wellwife.asm" state:ENTITYSTATE_INTERACT entity:NPC_WellWife
file: "scripts/disc2/villageinterior/scr_villageinterior_rooms.asm" state:GAMEOBJECTID_ROOF_CLOSET entity:VillageInteriorGameObjectInteract
file: "scripts/disc2/village/npc/scr_npc_wellwife.asm" state:ENTITYSTATE_INTERACT entity:NPC_WellWife
file: "scripts/disc2/villageinterior/scr_villageinterior_rooms.asm" state:GAMEOBJECTID_ROOF_CLOSET entity:VillageInteriorGameObjectInteract
The key to a upper room in the mansion! Where Clive the ghost lives.
number:7
collectable:COLLECTABLE_HUNTERS_KEY
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:GAMEOBJECTID_CALIX_DOOR entity:GameObjectInteract
file: "scripts/disc2/village/npc/scr_npc_wellwife.asm" state:ENTITYSTATE_INTERACT entity:NPC_WellWife
file: "scripts/disc2/village/scr_village_rooms.asm" state:GAMEOBJECTID_CALIX_DOOR entity:GameObjectInteract
file: "scripts/disc2/village/npc/scr_npc_wellwife.asm" state:ENTITYSTATE_INTERACT entity:NPC_WellWife
The key to the boats house. There is the basic sword been found.
number:8
collectable:COLLECTABLE_DOGGHOST_WHISTLE
apply:APPLYING_INVENTORYITEM_VILLAGE_DOGGHOST_WHISTLE
referenced in:
file: "scripts/disc2/village/npc/scr_npc_dog.asm" state:ENTITYSTATE_INTERACT entity:NPC_Dog
file: "scripts/disc2/village/npc/scr_npc_dog.asm" state:DEFAULT_STATE entity:NPC_Dog
file: "scripts/disc2/village/npc/scr_npc_dogownerghost.asm" state:ENTITYSTATE_INTERACT entity:NPC_DogOwnerGhost
file: "scripts/disc2/village/npc/scr_npc_dog.asm" state:ENTITYSTATE_INTERACT entity:NPC_Dog
file: "scripts/disc2/village/npc/scr_npc_dog.asm" state:DEFAULT_STATE entity:NPC_Dog
file: "scripts/disc2/village/npc/scr_npc_dogownerghost.asm" state:ENTITYSTATE_INTERACT entity:NPC_DogOwnerGhost
The whistle for Rufus. Is given by Ciran the ghost.
number:9
collectable:COLLECTABLE_GERDAAMULET
apply:APPLYING_INVENTORYITEM_VILLAGE_GERDAAMULET
referenced in:
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:ENTITYSTATE_INTERACT entity:NPC_ShopWoman
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:DEFAULT_STATE entity:NPC_ShopWoman
file: "scripts/disc2/villageinterior/npc/scr_npc_eremit.asm" state:ENTITYSTATE_INTERACT entity:NPC_Eremit
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:ENTITYSTATE_INTERACT entity:NPC_ShopWoman
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:DEFAULT_STATE entity:NPC_ShopWoman
file: "scripts/disc2/villageinterior/npc/scr_npc_eremit.asm" state:ENTITYSTATE_INTERACT entity:NPC_Eremit
The amulet of Nathan for Gerda.
number:10
collectable:COLLECTABLE_EREMITPASSPORT
referenced in:
file: "scripts/disc2/villageinterior/npc/scr_npc_eremit.asm" state:ENTITYSTATE_INTERACT entity:NPC_Eremit
file: "scripts/disc2/forest/npc/scr_npc_forestguardians.asm" state:ENTITYSTATE_INTERACT entity:NPC_ForestGuardians
file: "scripts/disc2/forest/npc/scr_npc_forestguardians.asm" state:DEFAULT_STATE entity:NPC_ForestGuardians
file: "scripts/disc2/villageinterior/npc/scr_npc_eremit.asm" state:ENTITYSTATE_INTERACT entity:NPC_Eremit
file: "scripts/disc2/forest/npc/scr_npc_forestguardians.asm" state:ENTITYSTATE_INTERACT entity:NPC_ForestGuardians
file: "scripts/disc2/forest/npc/scr_npc_forestguardians.asm" state:DEFAULT_STATE entity:NPC_ForestGuardians
The key to the outer regions. Congratulations you are ready for the adventure.
number:11
collectable:COLLECTABLE_MAP
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_WELL_SECRET entity:DungeonRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_WELL_SECRET entity:DungeonRooms
A map that displays the current locations structure.
number:12
collectable:COLLECTABLE_FIRESPELL
referenced in:
file: "scripts/disc3/city1/npc/scr_npc_statue.asm" state:ENTITYSTATE_INTERACT entity:NPC_Statue
file: "scripts/disc3/city1/npc/scr_npc_statue.asm" state:DEFAULT_STATE entity:NPC_Statue
file: "scripts/disc3/city1/npc/scr_npc_statue.asm" state:ENTITYSTATE_INTERACT entity:NPC_Statue
file: "scripts/disc3/city1/npc/scr_npc_statue.asm" state:DEFAULT_STATE entity:NPC_Statue
A spell casting a light magical fire on all enemies.
number:13
collectable:COLLECTABLE_BOATHOOK
With this you can overjump big casms.
number:14
collectable:COLLECTABLE_BOMB
referenced in:
file: "scripts/weapons/scr_bomb.asm" state:DEFAULT_STATE entity:PlayerWeapon
file: "scripts/weapons/scr_bomb.asm" state:DEFAULT_STATE entity:PlayerWeapon
file: "scripts/weapons/scr_bomb.asm" state:DEFAULT_STATE entity:PlayerWeapon
file: "scripts/weapons/scr_bomb.asm" state:DEFAULT_STATE entity:PlayerWeapon
Can be used to open cracked stuff in walls.
number:15
collectable:COLLECTABLE_LAMPOFF
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_GRAVEYARD_MONEYROOM entity:DungeonRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_GRAVEYARD_MONEYROOM entity:DungeonRooms
Used for dark places. In a off state.
number:16
collectable:COLLECTABLE_LAMPON
referenced in:
file: "scripts/disc2/village/scr_village_rooms.asm" state:GAMEOBJECTID_WELL entity:GameObjectInteract
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
file: "scripts/disc2/village/scr_village_rooms.asm" state:GAMEOBJECTID_WELL entity:GameObjectInteract
file: "scripts/disc2/village/scr_village_rooms.asm" state:ROOM_WELL entity:VillageRooms
Used for dark places. In a on state.
number:17
collectable:COLLECTABLE_HAMMER
Use this to flatten pillars.
number:18
collectable:COLLECTABLE_FAIRYGLASSEMPTY
This is an empty fairy glass. It's used to collect fairies which boost health.
number:19
collectable:COLLECTABLE_FAIRYGLASS
referenced in:
file: "scripts/common/death/scr_player_death.asm" state:DEFAULT_STATE entity:NPC_Player_Death
file: "scripts/common/death/scr_player_death.asm" state:DEFAULT_STATE entity:NPC_Player_Death
file: "scripts/common/death/scr_player_death.asm" state:DEFAULT_STATE entity:NPC_Player_Death
file: "scripts/common/death/scr_player_death.asm" state:DEFAULT_STATE entity:NPC_Player_Death
This is a filled fairy glass. It's used to collect fairies which boost health.
number:20
collectable:COLLECTABLE_FIREWAND
referenced in:
file: "scripts/disc2/exitcave/scr_exitcave_rooms.asm" state:ROOM_EXITCAVE_FIREWANDROOM entity:ExitCaveRooms
file: "scripts/disc2/exitcave/scr_exitcave_rooms.asm" state:ROOM_EXITCAVE_FIREWANDROOM entity:ExitCaveRooms
Can be used to light torches.
number:21
collectable:COLLECTABLE_NET
Can be used to collect fairies.
number:22
collectable:COLLECTABLE_SHOVEL
This one may be used on the ground for hidden holes.
number:23
collectable:COLLECTABLE_ARROWS
referenced in:
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_GRAVEYARD_ENTRY entity:DungeonRooms
file: "scripts/disc3/forest2/scr_forest2_rooms.asm" state:ROOM_TOWER entity:Forest2Rooms
file: "scripts/disc2/dungeon/scr_dungeon_rooms.asm" state:ROOM_GRAVEYARD_ENTRY entity:DungeonRooms
file: "scripts/disc3/forest2/scr_forest2_rooms.asm" state:ROOM_TOWER entity:Forest2Rooms
If you have a bow, you may shoot these arrows.
number:24
collectable:COLLECTABLE_BOOMERANG
referenced in:
file: "scripts/disc3/city1/fx/scr_fx_city1.asm" state:ENTITYSTATE_INTERACT entity:FX_CityLayPerson
file: "scripts/disc3/city1/fx/scr_fx_city1.asm" state:ENTITYSTATE_INTERACT entity:FX_CityLayPerson
This one is a boomerang.
number:25
collectable:COLLECTABLE_ICEWAND
Maybe used to freeze enemies.
number:26
collectable:COLLECTABLE_KNOWNWAYS
Shows which rooms are currently connected for a walk.
number:27
collectable:COLLECTABLE_FEATHER
referenced in:
file: "scripts/common/chest/scr_chest.asm" state:DEFAULT_STATE entity:Chest
file: "scripts/common/chest/scr_chest.asm" state:DEFAULT_STATE entity:Chest
file: "scripts/common/chest/scr_chest.asm" state:DEFAULT_STATE entity:Chest
file: "scripts/common/chest/scr_chest.asm" state:DEFAULT_STATE entity:Chest
You can jump with this item.
number:28
collectable:COLLECTABLE_GLOVE
referenced in:
file: "scripts/disc2/questgiver/scr_questgiver_rooms.asm" state:ROOM_QUESTGIVER_QUEST1_ENTER entity:QuestgiverRooms
file: "scripts/disc2/questgiver/scr_questgiver_rooms.asm" state:ROOM_QUESTGIVER_QUEST1_ENTER entity:QuestgiverRooms
You can move objects with this.
number:29
collectable:COLLECTABLE_CUBE
referenced in:
file: "scripts/disc3/tower/scr_tower_rooms.asm" state:GAMEOBJECTID_TELEPORTMACHINE entity:TowerGameObjectInteract
file: "scripts/disc3/tower/scr_tower_rooms.asm" state:GAMEOBJECTID_TELEPORTMACHINECUBE entity:TowerGameObjectInteract
file: "scripts/disc3/tower/scr_tower_rooms.asm" state:GAMEOBJECTID_TELEPORTMACHINE entity:TowerGameObjectInteract
file: "scripts/disc3/tower/scr_tower_rooms.asm" state:GAMEOBJECTID_TELEPORTMACHINECUBE entity:TowerGameObjectInteract
A cube found in the dark tower to activate the portal machine.
number:30
collectable:COLLECTABLE_PAINTING_DEER
referenced in:
file: "scripts/disc3/city1/npc/scr_npc_statue.asm" state:STATE_STATUE_FIRESPELL_CASTED entity:NPC_Statue
file: "scripts/disc3/city1/npc/scr_npc_statue.asm" state:STATE_STATUE_FIRESPELL_CASTED entity:NPC_Statue
Pories painted this picture to hint you onto the clearing with the deer.
number:31
collectable:COLLECTABLE_PACKET_SMUGGLER
referenced in:
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:ENTITYSTATE_INTERACT entity:NPC_Welllady
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:DEFAULT_STATE entity:NPC_Welllady
file: "scripts/disc3/worldscripts/scr_city2_world.asm" state:ENTITYSTATE_INTERACT entity:NPC_Smuggler
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:ENTITYSTATE_INTERACT entity:NPC_Welllady
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:DEFAULT_STATE entity:NPC_Welllady
file: "scripts/disc3/worldscripts/scr_city2_world.asm" state:ENTITYSTATE_INTERACT entity:NPC_Smuggler
This Packet you got for Ludmilla in the enchanted city of Verlingenhofen.
number:32
collectable:COLLECTABLE_WOMEN_COIN
referenced in:
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:ENTITYSTATE_INTERACT entity:NPC_ShopWoman
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:DEFAULT_STATE entity:NPC_ShopWoman
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:ENTITYSTATE_INTERACT entity:NPC_Custody_Organist
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:ENTITYSTATE_INTERACT entity:NPC_Custody_WellLady
file: "scripts/disc3/cityinterior/npc/scr_npc_city3wife.asm" state:ENTITYSTATE_INTERACT entity:NPC_City3Wife
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:ENTITYSTATE_INTERACT entity:NPC_HouseWitch
file: "scripts/disc3/forest2/npc/scr_npc_exitbird2.asm" state:DEFAULT_STATE entity:NPC_ExitBird2
file: "scripts/disc3/forest2/npc/scr_npc_deer2.asm" state:ENTITYSTATE_INTERACT entity:NPC_Deer2
file: "scripts/disc3/forest2/npc/scr_npc_deer2.asm" state:DEFAULT_STATE entity:NPC_Deer2
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:ENTITYSTATE_INTERACT entity:NPC_ShopWoman
file: "scripts/disc2/villageinterior/npc/scr_npc_shopwoman.asm" state:DEFAULT_STATE entity:NPC_ShopWoman
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:ENTITYSTATE_INTERACT entity:NPC_Custody_Organist
file: "scripts/disc3/city1/npc/scr_npc_welllady.asm" state:ENTITYSTATE_INTERACT entity:NPC_Custody_WellLady
file: "scripts/disc3/cityinterior/npc/scr_npc_city3wife.asm" state:ENTITYSTATE_INTERACT entity:NPC_City3Wife
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:ENTITYSTATE_INTERACT entity:NPC_HouseWitch
file: "scripts/disc3/forest2/npc/scr_npc_exitbird2.asm" state:DEFAULT_STATE entity:NPC_ExitBird2
file: "scripts/disc3/forest2/npc/scr_npc_deer2.asm" state:ENTITYSTATE_INTERACT entity:NPC_Deer2
file: "scripts/disc3/forest2/npc/scr_npc_deer2.asm" state:DEFAULT_STATE entity:NPC_Deer2
You get 6 co.ins to activate the druids.
number:33
collectable:COLLECTABLE_DRAGON_FIN
You get this from Scragar for the activation of the dark tower entrance.
number:34
collectable:COLLECTABLE_SCRAGARDAUGHTERBALL
referenced in:
file: "scripts/disc3/cathedral/npc/scr_npc_cathedral_npcs.asm" state:ENTITYSTATE_INTERACT entity:NPC_ScragarDaughter
file: "scripts/disc3/cathedral/npc/scr_npc_cathedral_npcs.asm" state:ENTITYSTATE_INTERACT entity:NPC_ScragarDaughterBall
file: "scripts/disc3/cathedral/npc/scr_npc_cathedral_npcs.asm" state:ENTITYSTATE_INTERACT entity:NPC_ScragarDaughter
file: "scripts/disc3/cathedral/npc/scr_npc_cathedral_npcs.asm" state:ENTITYSTATE_INTERACT entity:NPC_ScragarDaughterBall
Lara the daughter of scragar looses her toy everytime. You have to pick it up in several rooms.
number:35
collectable:COLLECTABLE_PILL_SMALL
referenced in:
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:ENTITYSTATE_INTERACT entity:NPC_HouseWitch
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:DEFAULT_STATE entity:NPC_HouseWitch
file: "scripts/disc3/forest2/scr_forest2_rooms.asm" state:GAMEOBJECTID_GIANTFOOT entity:Forest2GameObjectInteract
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:ENTITYSTATE_INTERACT entity:NPC_HouseWitch
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:DEFAULT_STATE entity:NPC_HouseWitch
file: "scripts/disc3/forest2/scr_forest2_rooms.asm" state:GAMEOBJECTID_GIANTFOOT entity:Forest2GameObjectInteract
This is for the giant. But first it must be enlarged.
number:36
collectable:COLLECTABLE_PILL_BIG
referenced in:
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:ENTITYSTATE_INTERACT entity:FX_PillExpand
file: "scripts/disc3/forest2/scr_forest2_rooms.asm" state:GAMEOBJECTID_GIANTFOOT entity:Forest2GameObjectInteract
file: "scripts/disc3/cityinterior/npc/scr_npc_housewitch.asm" state:ENTITYSTATE_INTERACT entity:FX_PillExpand
file: "scripts/disc3/forest2/scr_forest2_rooms.asm" state:GAMEOBJECTID_GIANTFOOT entity:Forest2GameObjectInteract
This is for the giant on the forgotten land map.