Story & Quests
Chronological story guide across 5 narrative acts: from the Albatross prison infiltration to the Incarnus sacred shrines, the Green Bays tournament, Dr Snap's conspiracy, and the post-game mysteries of Estark and Captain Crow.
Prologue: Infiltration of the Albatross
Imprisoned in the hold of the floating prison Albatross, the young hero is summoned by Warden Craps, supreme head of the secret Commission. Tasked with an undercover espionage mission at the Monster Scout Tournament in the Green Bays archipelago, he arrives on Infant Isle to choose his first monster and receive his scout ring.
1.1 The Cell and the Mission Order
The hero starts in cell w000. The guard escorts him to Warden Craps in w001. Craps orders him to enter the championship under cover to investigate suspicious activities.
1.2 Arrival on Infant Isle
Landing on Infant Isle (f000). At the hilltop, the hero meets Dr Snap and chooses his starter monster among Mischievous Mole, Platypunk, or Capsichum before the qualification trial.
Awakening of the Incarnus & Sacred Shrines
Deep inside the sealed shrine of Infant Isle, the hero discovers a wounded mystical creature: the Incarnus. Bound by destiny, the sacred beast awakens as young Wulfspade. To fulfill its divine purpose, it must journey to the elemental shrines across Xeroph, Palaish, Celeste and Infern to unlock its forms: Hawkhart, Cluboon, and Diamagon.
2.1 The Altar Mirror and First Metamorphosis
Exploring shrine d011 and mirror room s001. The Incarnus looks into the sacred mirror and gains its first major evolution, receiving the sacred tablet.
2.2 The Four Elemental Trials
Traveling through shrines on Palaish, Xeroph and Celeste. Incarnus unlocks Diamagon, Cluboon and Hawkhart forms.
Monster Scout Tournament & The Rivals
Alongside the divine quest, the hero climbs tournament ranks. Across each island, he clashes with wandering scouts and iconic rivals: Solitaire, Shuffles, and Bob A' Job. Collecting 10 shrine marks, he qualifies for the finals at the Palaish Coliseum.
3.1 Island Trials & Rival Encounters
Exploration of Fert, Palaish, Xeroph and Celeste. Scouting powerful monsters and confronting Solitaire and her Golem.
Conspiracy of the Commission & Dr Snap
The victory ceremony turns to tragedy. Dr Snap reveals his plot to corrupt the Incarnus into the Ace of Spades using dark matter. The hero pursues him into secret lab k001 and the depths of Infern Isle to purge the corruption and defeat Dr Snapped.
4.1 Fall into Darkness: The Ace of Spades
Dr Snap corrupts the Incarnus into Ace of Spades (m180b). Solitaire and Craps assist the hero to breach the secret laboratory.
4.2 Final Confrontation with Dr Snapped
In ruined shrine f100, Dr Snap mutates into Dr Snapped (HP 4065, level 40). After an epic battle, Incarnus is purified, saving the world.
The Celestial Incarnus & Post-Game Mysteries
Peace restored, the greatest challenges await. The Incarnus is reborn as Joker (m181b), the divine sovereign. Sealed crypts on Infern Isle open to reveal sleeping giant Estark. Across the foggy seas, Captain Crow's Ghost Ship appears, while the Coliseum unveils secret Rank S & X tournaments.
5.1 Awakening of Estark in the Abyss
Deep in sealed dungeon d078, ancient lord Estark (HP 2560, level 30) sleeps. Defeating him in under 10 turns earns his respect and allegiance.
5.2 Captain Crow's Ghost Ship
On foggy nights, pirate galleon d071 appears. Captain Crow challenges the player 5 successive times before surrendering and joining the scout team.
5.3 Final Metamorphosis: Joker & Purified Ace of Spades
At secret shrine f111, the Incarnus unlocks sovereign synthesis to alternate freely between all forms including Joker and purified Ace of Spades.