Arcus Odyssey/Act 2: The Lost Cave
 Part 1: Prison
- Giant octopus: Slow, short range, only attacks on diagonals. Easy enough to kill, just attack it from the left, right, up, or down (i.e. off the diagonals)
- Lizardman: They have a ranged attack, and will also try to close on you. They're not very fast, though. Just keep your distance, dodge, and return fire while they're trying to ready their next attack.
- Anemone: They have a ranged attack that can go in any direction, and they use it often. However, they are very weak. Dodge out of the way, then get in a quick shot before they fire again. They appear in very large groups, so keep pressing that C button to cut them down before they all start bombarding you. Remember, enemies take some time to notice you after they appear on screen.
- Medicine of Regeneration, in the center.
- Magical power crystal, in the center.
- Another magical power crystal, up and to the right of the last 2.
- Potion of invincibility, in the same place.
- Magic of elemental summoning. It's in the upper left, but you have to go right and then all the way around in order to get at it.
- The prison key, on the far right.
- Medicine of regeneration, top center next to the door.
- Lamp of life, top center, on the upper path that leads to that leads to the bridge.
At the start, move forward and defeat the octopus. After that, turn right. You should find a magical power crystal and the prison key at this part of the level. If you want, follow the path to its end to pick up a medicine of regeneration, otherwise backtrack to the first junction. Take a left, and keep moving until you reach the prison. There are plenty of dead ends on the way, but they are very short, so you will know as soon as you take a wrong turn. One of the prisoners will tell you the key to the reservoir is located "at the end of the bridge". You can take any one of the three others with you—they will attack when you attack, but their movements will always be a step behind yours. Kahdega throws scimitars that will come back and boomerang in the other direction, Fureya has slow moving fireballs that will automatically seek out and hit enemies, and Nadiru has fast energy darts that explode on contact. I personally prefer Fureya.
Go back to the area you found the key, and take the path that leads to the upper left. Keep heading left-there are a couple of paths you can take, but they both lead there eventually-and you will find a bridge. Approaching it, you will pick up the exit key.
Now you can open up the door to the next stage. Go back to where you found the prison key, and follow the path that goes to the upper right. It will take you to the door to the reservoir.
 Part 2: Reservoir
- Giant turtle: This thing will be your boat, once you convince it to lie down. It has two attacks. Its fireball is not very fast and easy to dodge, while its spikes come out in groups of 4 and move somewhat unpredictably. The best thing to do is hit it as hard as you can—you'll have your friend from last level to add to your firepower—and hope he dies before you suffer too much damage.
- King Handagon (lizardman): He pops out of the water while you are on the shell to hurl tridents at you. You'll probably be too preoccupied trying to dodge them to fire back-unfortunately, you will have to, or else the level will never end. This is where Fureya comes in handy, because his fireballs will aim for him while your character is moving in circles trying to dodge. If you don't have Fureya, and don't want to use a potion of invincibility, watch where Handagon pops out closely, and move to his side (he always throws to the front) and attack. You will only be able to get a couple of hits in before he goes underwater again, so unless you're Erin you'll have to do this several times.