Spellbooks
All spellbooks are listed in descending order in your inventory.
Name of Spellbook | Location |
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In the Corridor of Marble, right near the entrance, Sylph's Feather may be a requirement. |
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In the Castle Entrance and can be found right away. |
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Located in the pinball room in the Clocktower. Bolt+Cross is a requirement because you need to be sheilded. |
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Found in the room after the Minotaur. |
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In the secret room above the save point in the Skeleton Cave. Griffin's Wing is a requirement. |
Relics
All relics are listed in descending order in your inventory.
Name of Relic | Description | Location |
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Gives you the ability to slide. (down+jump) | Found in the room after Living Armor. |
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Gives you the ability to double jump. | Found in the room after the Skull Knight. |
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Gives you the ability to do a super jump. (down, up+jump) | Found in the room after you fight Death. |
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Let's you see how much you damage an enemy with your hits. | Found in the Entrance (Castle A). |
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Tells you the name of the enemy you are fighting. | Found in the Entrance (Castle A.) |
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Keeps track of enemies information (name, drop items, etc..) | Found in the Approach of Deplore. |
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Unknown | Found in the upper Chapel; Griffin's Wing is required.. |
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Unknown | Found in a secret room behind the save room in the Corridor in the Air (Castle B). |
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Unknown | Found where you start the game. Griffin's Wing and the Crushing Boots are needed, super jump through the shaft where you originally start the game but in Castle B. |
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Increases Strength. | Found in the Waterway of Aquatic (Castle A). A big green knight guards a stone wall. The upper part of the stone wall is fake, double jump through it. |
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Increases Defense. | Found in the giant pinball room in Castle A. Go to the very edge of the room on your map and slide, the wall is fake. |
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Increases your luck. | Found in the Corridor of Marble. |