Alchemy
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Places

Every place the party can walk around in, one scene overlay each, with the first sentence of its file's comment.

Scenes explains how a scene runs and how to find an event in it.

Scene What happens there
alpine_crossing_lama_temple Alpine Crossing and Lama Temple, two scenes that share this overlay:
altin Altin, the mining village flooded by the water the hydros statues in the mine spew.
altin_peak Altin Mine, the eleven rooms under Altin where the hydros statues flood the village.
altmiller_cave Altmiller Cave, six dark rooms where the party finds Babi, the ruler of Tolbi, invisible and unable to move.
babi_lighthouse Babi Lighthouse, the lighthouse Babi is building on old ruins near Lalivero.
babi_palace Babi Palace in Tolbi.
bilibin Bilibin's village, river crossing and raised warehouse approach.
bilibin_cave The cave that leads past Bilibin, in three sections walked in turn: the entrance section (BilibinCave3) with a Growth plant, the middle section (BilibinCave2) with Reveal and Douse, and the exit section (BilibinCave1), a puzzle of Douse, Frost and pushed actors.
bilibin_interiors Bilibin's shops, inn and dining room before and after Kolima's curse ends.
colosseum_entrance The colosseum where Colosso is held, in three scenes: the crowd outside the gates, the halls where the party watches the warriors' trials, and the finals' waiting room, where Isaac meets the seven warriors who cleared the trials and marches out with them to the finals.
colosso_log Colosso's third finals course: Isaac races another warrior through the Scales of Justice, the Stepping-Stone Stage, the Wall Wedge, the Free-Climb Area, the Moving Sidewalk Stage and a log-rolling area to the arena.
colosso_river A Colosso finals course: Isaac races another warrior through the Rock Challenge, the Pipeworks, the Broken Bridge and the Lumber Water Crossing Area to the arena, where the two fight.
colosso_wall Colosso's second finals course: Isaac races another warrior through the Mini-Maze, the shifting floor, the Log-Rolling Stage, the Wall and the Board Walk to the arena.
crossbone_isle Crossbone Isle: the first room's plants, ivy and Nut, the sliding-block room, the nine guarded rooms with their Move puzzles, and the last guards.
crossbone_isle_pillar_rooms Crossbone Isle's pillar rooms: pillars to push, jump across, Move and Carry, the switch that raises the water in room 3, and the pools Frost freezes in room 5.
crossbone_isle_platform_rooms Crossbone Isle's platform rooms: the room of keys, the room of pursuers that Cloak and Halt get past, and the room of blocks where Bane hides.
fuchin_temple Fuchin Temple and the rooms that share its overlay: the temple grounds with the waterfall grotto, Nyunpa's hall, Master Feh's school in Xian and Master Hama's room in Lama Temple.
goma_cave_entrance Goma Cave's entrance: the stump caught in ivy, the two pillars, and Ivan, who rejoins the party and blows the ivy away with Whirlwind.
goma_cave_pillar Goma Cave: the room with two pillars, a stump and the Djinni Forge.
goma_cave_pond Goma Cave: the room the stump in the room above falls into.
goma_cave_waterway Goma Cave: the waterway rooms, where a stump leaps away under Move.
gondowan_cave Gondowan Cave: the soldiers guarding the bridge to Gondowan, Iodem waiting there on the way to Babi Lighthouse, and the cave's moving puzzles.
hammet_palace Hammet's palace in Kalay: Lady Layana hears that Hammet is still held in Lunpa, and later welcomes him home.
imil Imil, in two maps: the town and its interiors.
imil_fuchin_falls The Djinni's ice room by Imil and Fuchin Falls, in seven maps: the ice room, then Fuchin Falls' four platform rooms, the room of the Ki inscription and the dragon statue's room.
kalay Kalay, in six maps: the town, the palace gate, the cave by the palace's secret passage, two more maps and the tunnel with the two blocks.
kalay_interiors Kalay's homes, inn, dining rooms and sanctum.
kalay_tolbi_docks The Kalay and Tolbi docks: tickets, boarding, the crossing's aftermath, and the passengers waiting for the ship to leave again.
kolima Kolima, whose villagers the forest's curse has turned into trees, in three maps: the village, an interior and the bridge.
kolima_forest_bend Kolima Forest's bend, between the river and Tret's tree.
kolima_forest_bridge Kolima Forest's bridge, where the road from the world map enters the forest.
kolima_forest_clearing Kolima Forest's clearing, between the bridge and the river.
kolima_forest_river Kolima Forest's river, between the clearing and the bend.
kolima_forest_tree Kolima Forest's clearing before Tret, the great tree, and Laurel: once Tret's hostile heart is defeated, Hermes' Water heals him and lifts Kolima's curse.
kolima_interiors Kolima's houses and shops, whose residents stand as trees while the curse lasts.
lalivero Lalivero, the desert town below Babi Lighthouse.
lalivero_interiors Lalivero's buildings, on two maps.
lamakan_desert Lamakan Desert, four maps of sand between Altin and the world map east.
lemurian_ship The Lemurian ship's hidden harbor at Lalivero, and the end of the game.
lunpa Lunpa, the town under Dodonpa's fortress, on two maps: the town itself (Lunpa 1), with its well, its hidden passage to the jail and Reveal's secrets, and the gate below the fortress (Lunpa 2), where two guards turn the party away until Cloak gets them past.
lunpa_fortress Dodonpa's fortress above Lunpa, on four maps.
lunpa_suhalla The buildings of Lunpa, and the house by the gate to Suhalla: homes, the weapon, armor and item shops, the inn and the temple.
mccoy_palace Lord McCoy's palace in Bilibin.
mccoy_palace_garden The garden before Lord McCoy's palace in Bilibin.
mercury_lighthouse Mercury Lighthouse, in four maps.
mercury_lighthouse_aerie Mercury Lighthouse's aerie: the platforms the leader jumps between, the party's arrival and the confrontation with Saturos and Menardi, the battle with Saturos, and Alex's scene after it.
mercury_lighthouse_entrance Mercury Lighthouse's entrance: Mia's doorway scene, the Ply mechanism, and the rising pillars used to cross the interior pools.
mogall_forest Mogall Forest's three areas.
sanctum A sanctum: Vale's, where the Great Healer asks Isaac to go to Sol Sanctum and a refusal ends the game, or another town's, with its healer.
sol_sanctum_corridor A corridor of Sol Sanctum, scene 15: two exits to scene 16 and nothing else.
sol_sanctum_elemental_star_room Sol Sanctum's Elemental Star room: the party bags the four stars from their pedestals, Saturos and Menardi take Jenna and Kraden hostage, and Alex takes the stars.
sol_sanctum_entrance Sol Sanctum's entrance, in two maps: the door, the two minotaur reliefs that open passages once the Small Jewels are set in them, and the rooms of movable blocks.
sol_sanctum_eruption Sol Sanctum collapsing as the volcano erupts: Saturos and his group take Jenna and Kraden away, and the Wise One rescues Isaac and Garet.
sol_sanctum_luna_sol_rooms Sol Sanctum's hall of the Luna and Sol rooms: the rooms take on the tint of the seals' lights, and Kraden studies the symbols on the floor.
sol_sanctum_maze A maze of Sol Sanctum, scene 14: two exits to scene 16 and the chest that holds the second Small Jewel (item 0xe1).
sol_sanctum_psynergy_stone The Sol Sanctum room that holds a Psynergy Stone, scene 13.
sol_sanctum_statue Sol Sanctum's statue hall: four statues pushed onto their seals and two that shine their beams at the centre open a hole in the hall's floor, and Kraden explains the puzzle.
suhalla Suhalla, the town at the edge of the Suhalla Desert.
suhalla_desert The Suhalla Desert in three scenes.
suhalla_gate Suhalla Gate in three scenes: the gate with the house beside it, a second scene where a Djinni waits, and a third.
suhalla_interiors Suhalla's houses, shop, inn and sanctum.
tolbi Tolbi, the town of the Colosso festival.
tolbi_interiors Tolbi's interiors: the houses, inns, shops and sanctum of the festival town.
tolbi_ship_deck The deck of the ship across the Karagol Sea, from Kalay to Tolbi: the wait at the Kalay dock while the replacement ship fails to come, setting sail with the passengers at the oars, the sea monsters and the Kraken, the arrival at Tolbi, and the stop at anchor off the island.
tolbi_ship_interiors Below the decks of the ship across the Karagol Sea: the captain's cabin, the passengers' hold and the rowing deck.
tolbi_ship_mast The mast of the ship across the Karagol Sea, where the lookout announces the course, the approaching monsters and land, and an Anchor Charm can be found.
tolbi_spring Tolbi's spring and the game rooms beside it: Lucky Medals or coins tossed into the spring win prizes, and the attendants run Lucky Dice and Lucky Wheels.
tret_tree_branch A branch of Tret, the great tree, where Breeze, a Jupiter Djinni, waits; touch triggers move the leader and the camera along the branch.
tret_tree_interiors Inside Tret, the great tree: cracked floors that give way under the leader on the second step, and Tret's face, which attacks the party.
tunnel_ruins The tunnel ruins, in two scenes of Psynergy puzzles: pillars to push or Move, blocks, bushes for Whirlwind, sinking pillars and puddles for Frost in the first; a pillar for Douse, balance platforms, statues that vanish under Reveal and more pillars in the other.
vale Vale's plaza and the paths around it in daytime: the game opens here three years after the storm with Isaac mending his roof (entrances 16 and 17), and the villagers talk of the story before the party leaves, after it has left and after its return from Kalay.
vale_babi The south-west of Vale around Isaac's house, through the stormy night, the party's departure and its return; entrance 19 is instead a room of Babi's scholars, and entrance 22 shows the Mythril Bag.
vale_cave The cave above Vale: three rooms of Psynergy puzzles, where the Jupiter Djinni Kite hides.
vale_eruption Vale's square during the eruption, where the villagers wait for Isaac and Garet to come down the mountain.
vale_home Vale's village: its doors, the Psynergy Stone, the stormy night when the villagers send Isaac to the elders and he overhears the two surviving travelers, the villagers' farewell when the party sets out (entrance 12), and the village after the party's return from Kalay.
vale_interiors The houses and shops of Vale.
vale_kraden The north of Vale around Kraden's cottage: the fence above the village, the path down to the plaza, and the cottage's gate.
vale_storm Vale on the stormy night: the paths and doors the party passes as the storm rages, with Dora and Kyle on the first arrival.
vault Vault after the eruption, while Hammet's Shaman's Rod is missing and after the party has jailed the thieves.
vault_cave Vault's cave puzzles: movable switches, Frost targets, falling objects and the rumbling mechanism restored when the party returns.
vault_interiors The houses, shops and inn of Vault while Hammet's rod is missing.
vault_interiors_revisit Vault's houses, shops and inn on the party's return, after the thieves have escaped from jail.
vault_jail Vault's jail, where the thieves who stole Hammet's Shaman's Rod are held; on the party's return a lone prisoner takes their place.
vault_revisit Vault after the thieves escaped from jail, when the party passes through again.
venus_lighthouse Venus Lighthouse, in six scenes: floor switches that slide walls aside, blocks that sink into sockets to open gates, and sparkling passages the leader steps through.
venus_lighthouse_aerie Venus Lighthouse's aerie: the pillars the leader jumps between, the Shaman's Rod handed over for Sheba, and the battle with Saturos and Menardi, who fuse.
west_lunpa_cave West Lunpa Cave: a gate puzzle of switches and puddles that Frost freezes into pillars, and Bunza, whose wagon carries the party out of Lunpa.
world_map The world map: the Djinn met on it, the passages between its regions, the map markers, and the actors of particular arrivals.
xian Xian: the water carrier who spills her water, Frost on the spill, the kung fu student and his training tree, Feizhi, and a Mercury Djinni.
xian_interiors Xian's houses, shops and inn, and the room behind Master Feh's school, where Master Feh, Feizhi and Hsu wait once Hsu is back.