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Underworld

The Underworld: cloudy, sickly green skies and the ruins of ancient buildings. Deep beneath much of the western portion of the Monster Sanctuary, the Underworld can only be entered via a door in the depths of the Blue Caves. As the decision was made long ago to abandon this place, this door can only be opened by someone possessing all five Sanctuary Tokens. Here, in the darkest corner of the Sanctuary, many nasty, dangerous Monsters are known to lurk.

The Underworld connects to the Blue Caves above and a connection to the Sun Palace can also be made.

Storyline[]

Upon arrival at the gate that leads to the Underworld, if you already possess the four Sanctuary Tokens, Keeper Dragoon Eric will face off against you in a Keeper Battle to confirm that you are ready to search for the Key of Power.

Draconov dark
Draconov

Ninki Nanka light
Ninki Nanka

Kame dark
Kame

Imori light
Imori

Glowdra dark
Glowdra

Dracogran light
Dracogran

Reward: Reward Box lvl 3

Leonard and Julia decide to race you to the Key of Power. After traversing the dungeon a bit, Leonard challenges you to a duel!

Molebear light
Molebear

Megataur dark
Megataur

Spectral Lion light
Spectral Lion

Qilin dark
Qilin

Raduga light
Raduga

Dodo dark
Dodo

Note: If the player chooses Spectral Lion as their Spectral Familiar, Leonard will use a light-shifted Spectral Wolf and lead with his Molebear, Megataur and Qilin instead.
Reward: Reward Box lvl 3

Later on, you encounter Julia talking with Vallalar. She already defeated him, so she brings Vallalar back to the dungeon at the Keeper Stronghold for questioning, leaving you and Leonard to find the Key of Power. Deeper on, you encounter Leonard again, and he has lost his Spectral Familiar to the Alchemist known as Chymes. This happens to be the same Alchemist who stole Will's Spectral Familiar in the Stronghold Dungeon. Leonard mentions that he believes Chymes to be his elder brother, Richard, who went missing a few years past. He talks of how Richard - being elder than Leonard - was destined to inherit the Spectral Familiar. He was considered a genius who could potentially become the Keeper Master one day. He was overambitious and reckless in his endeavors, sacrificing friends for power and prestige. Their family chose to hand the Spectral Familiar to Leonard instead, fearing what Richard might become if he had it.

This slight caused him to run away, and he hasn't been heard from since. Leonard always took pride in being chosen, but he realized after losing just now that it was only happenstance. Your Spectral Familiar believes that Richard joined the Alchemists to claim that which he was owed - Leonard's Familiar. Leonard further mentions that Richard - Chymes - didn't steal the Familiar for his own desires. He quoted Chymes as saying that Marduk would be so pleased with him, hinting at a greater plan. Leonard is not dissuaded, however, and intends to prove his worth as a Spectral Keeper by building a strong enough team to reclaim what he lost.

At the end of the area, you encounter Zosimos, whom you last defeated at the Sun Palace. He calls you the greatest Keeper the Sanctuary has to offer at the moment and commends you for stopping the Sanctuary from shifting to darkness. Your Familiar steps in to say that it wasn't only you on your own who saved it, saying Zosimos greatly overestimates what one person or monster can do. Zosimos reiterates that the Alchemists have shaped history for thousands of years and that this cannot be undone. Zosimos calls Rhazes a traitor, after learning that he has turned from Marduk's teachings. He pontificates about the Old World keeping the Alchemists trapped here in the Sanctuary, impinging their rights to go where they please. He criticizes the Monster Keepers of the Sanctuary for never even considering leaving their "self-made prison" in the almost 500 years since the Sanctuary was created. Zosimos claims that the time has come to mobilize the Monster Sanctuary's self-made army of Keepers and powerful monsters to take over the entire world.

Your Familiar talks then about how the Sanctuary is about more than just amassing a powerful force. Zosimos says that the teachings of the Alchemists will spread like a wave across the whole world, with many others turning to their cause. He then summons a powerful Champion Monster for you to defeat, called Draconoir by beseaching Fafnir.

After winning, you obtain the Key of Power, which can open the door to the Abandoned Tower. It's claimed that it lies just beyond the Mystical Workshop, which itself is above the Stronghold Dungeon.

Monsters[]

Monster Elements Stats
Image Name
Icon attack
Icon defense
Icon defense
Icon attack
Icon magic
Icon health
Icon defense
Icon mana
81 Mega Rock Mega Rock Icon FireIcon WindIcon EarthIcon Neutral Icon weakness fire Icon earth resistance
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82 Argiope Argiope Icon EarthIcon Neutral Icon weakness fire Icon wind resistance
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83 Arachlich Arachlich Icon WaterIcon EarthIcon Neutral Icon weakness magical Icon neutral resistanceIcon water resistance
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84 Moccus Moccus Icon EarthIcon Neutral Icon weakness neutral Icon earth resistance
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85 Promethean Promethean Icon WindIcon Neutral Icon weakness wind Icon earth resistance
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86 Draconoir Draconoir Icon EarthIcon Neutral Icon weakness physical Icon earth resistanceIcon neutral resistance
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87 Spinner Spinner Icon FireIcon WaterIcon EarthIcon Neutral Icon weakness magical Icon earth resistanceIcon water resistance
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{{Monsters||Row||||}

Map[]

The Underworld
Icon championDraconoir
Icon championSpinner Icon heroismLeonard



Treasures[]

Click here to view the treasures in this area!


Room ID Treasure Instructions
1
Peanut Parkour from the upper-right ledge onto the platform.
2
2x Steel Parkour from the upper-right ledge onto the platform.
3
Needle+5 Activate the ground switch using a Monster with Summon Big Rock to open the gate.
4
Banana
5
Underworld Key
6
Crystal Shard Starting from the far left ledge, double jump towards the platform and then use a Monster with Grapple on the grappling anchor to get to the platform.
7
Mana Ring+5 Starting from the far left ledge, double jump towards the platform and then use a Monster with Grapple on the grappling anchor to get to the first platform. Fall from the platform, jump and use Grapple again to get onto the second platform. Flip the switch to activate a third grappling anchor. This grappling anchor can be reached even from the floor. Push the block to the right using a Monster with Tackle. Stand on the block, jump once, use Grapple and do a second jump to reach the ledge.
8
1000 G Left room: Unlock the door with an Underworld Key to enter this room.
9
2x Silver Activate the ground switch using a Monster with Summon Big Rock to open the floor gates.
2x Monster Bell
10
Skill Potion Top room (room with pillar lever): Use the lever to move the pillar. Moving the pillar all the way down allows you to access the chest.
11
2x Silk Top room (room with pillar lever): Use the lever to move the pillar. Moving the pillar all the way up allows you to access the chest.
12
Shift Stone Top room (room with pillar lever): Use the lever to move the pillar all the way up.
Top room:Jump down the floor entrance to enter this room.
13
Sustain Ring+5 Jump onto the ledge on the left side with the lever and then use a Monster with Grapple on the grappling anchor above to reach the ledge. Stand on the platform and jump right with a Flying Monster onto the platform.
14
Clear Stone Right room: Use a Monster with Grapple on the grappling anchor to reach the ledge to enter this room.
15
Phoenix Serum Right room (Teleporter Stone room): Flip the lever to move the pillar down.
Left room (Room with the pillar): Destroy the wall of the small alcove at the top right to enter this room.
Scythe
16
Raspberry Destroy the lower-right wall.
17
Big Potion
18
Orange
19
Silver
20
Phoenix Serum
21
Helmet+5 Flip the lever to move the platform to the left and get around from the left room to get to this chest.
22
Switch Stone
23
Wizard Hat+5
24
Key of Power Defeat the Draconoir Champion.
25
Level Badge
26
Phoenix Serum Destroy the right wall in the middle.
27
Reward Box lvl 3 Left room: Move through the small path using a Monster with Blob Form or Morph Ball to enter this room.
Belt+5
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