FantasyRealm Visitor's Guide
![]() |
This page is in need of content.
|
This is your guide to unlocking the mysteries of FantasyRealm, by LyleCo, a monorail destination available after using a FantasyRealm membership packet.
Contents
General structure
Accessing the Welcome Center will grant a FantasyRealm G. E. M., an accessory that limits your base stats to 100 and must be worn while adventuring in the Realm. You have five hours per day to explore the Realm, and one hour is expended each time you choose something in a Realm choice adventure.
Adventuring zones always contain 5 combats followed by one choice adventure. Initially, only The Bandit Crossroads are accessible, and it leads to a choice of five zones. The choice adventures in these zones lead to rewards or further zones. Boss zones contain only a single noncombat that leads to combat with a boss if you pass certain tests. Boss zones do not consume an hour.
With the exception of the Bandit Crossroads, every zone closes for the day after you select from its choice adventure. Therefore, you can not enter one of the five primary branches more than once per day.
Your progress through the Realm is reset each day at rollover and on ascension -- with the exception of permanent map unlocks purchased from the Rubee™ Store.
Rubee™ store and unlocks
Rubees™ are the currency of FantasyRealm and are spent at the FantasyRealm Premium Rubee™ Store, accessible from a link in the character pane while wearing a G. E. M..
The store offers maps that permanently unlock five primary zones at the start of the day, allowing you to bypass the Bandit Crossroads. Because of the adventuring limits, these shortcuts are required to access some rewards and boss fights.
Also for sale are the FantasyRealm key, LyleCo premium pickaxe, and LyleCo premium rope which unlock options in some choice adventures. The pickaxe and rope are not consumed when used, though keys (usually) are.
The store offers a one-day pass, the LyleCo Contractor's Manual (granting the skill Expert Corner-Cutter, which allows crafting without using an Adventure 5 times per day), and a FantasyRealm tattoo kit.
Maximizing Rubee™ drops
Crossroads bandits and FantasyRealm monsters from the five subsequent zones have a base Rubee drop of 1. Monsters from tier 2 zones (one level deeper) have a base Rubee drop of 2.
- Equipping a LyleCo premium magnifying glass and LyleCo premium monocle each give +1 Rubee per fight.
- Consulting the fortune teller in the Cursed Village grants 20 adventures of Fortunate, Son which gives 2-3 additional Rubees per fight.
- Effects that give 1 additional Rubee per fight also come from three crafted consumables. Eating denastified haunch grants 30 adventures of Faerie Fortune, drinking bad rum and good cola grants 30 adventures of Fanatical Fortune, while a Potion of Heroism gives 10 adventures of Heroic Fortune. These items are made from ingredients that disappear at the end of the day, although the finished products do not disappear and can be traded.
- Note that the monsters can be copied, which can help when using up leftover turns of these effects.
- Extra monsters can also be fought in zones you have access to that have monsters to defeat where you don't intend to make use of the noncombat. Just make sure to either stop before the noncombat triggers, or choose the last option when the noncombat does trigger. The last option always exits the noncombat without costing an adventure or FantasyRealm hour (except in The Putrid Swamp, where the last option costs an adventure but not an hour and lets you revisit the noncombat to pick a different option).
Easy Rubee™ acquisition
A good Rubee-farming trajectory to start with is as follows:
- Kill five bandits in the Bandit Crossroads, unlock the Cursed Village
- Kill five villagers in the Cursed Village, acquire Fortunate, Son
- Kill five bandits in the Bandit Crossroads, unlock the Towering Mountains
- Kill five more bandits in the Bandit Crossroads. Do not unlock anything in the noncombat (choose "Leave for now" if the noncombat triggers, or just count out 5 combats and then stop).
- Kill five ourks in the Towering Mountains, unlock the Foreboding Cave
- Kill five bats in the Foreboding Cave, make sure you are in possession of a FantasyRealm key, unlock the chest
In order to get more monsters in with Fortunate, Son (which is a little wonky and actually grants 19 turns of the effect at the Village noncombat), be sure to spend any remaining adventures of the buff at The Bandit Crossroads before opening the chest in the Cave. To make maximum use of the buff, either use three free kills (the replica bat-oomerang slots in very handily for the job) or some sort of buff extension. If you have access to any copiers, you can use those to fight further copies of Rubee™-granting monsters. As you expand your map portfolio, you can start weaving extra zones into this basic plan in place of the Crossroads noncombats.
Costing 150 rubees and giving +1 rubee per kill, the LyleCo premium magnifying glass and LyleCo premium monocle each take five runs to pay for themselves. This is more efficient than any map on its own, so it may be a good idea to buy them first.
Beware: if you use copies to fight monsters from a zone that you haven't done the NC in yet, the zone may close prematurely, if currently open, or not actually appear when you unlock it and you won't be able to fight the monsters there or do the NC until it's reopened.
Speaking of the map portfolio, a pretty natural Rubee™-maximising trajectory presents itself when looked at the noncombat tree. Once you have access to both the Cursed Village and the Towering Mountains, the two hours you save at the Crossroads (that you previously used to unlock the Village and the Mountains) can be used to make your way to the Sprawling Cemetery and rob some graves for ~50 Rubees™. That does require the pickaxe, so that should be your next pick-up after the two maps if you wish to maximise your Rubee™ influx, that is, after you obtain the pickaxe, you should:
- Kill five villagers in the Cursed Village and acquire Fortunate, Son;
- Kill five ourks in the Towering Mountains and unlock the Foreboding Cave;
- Kill five rubber bats in the Foreboding Cave and use the FantasyRealm key to unlock the chest;
- Kill five bandits in the Bandit Crossroads and unlock the Sprawling Cemetery;
- Kill five more bandits in the Bandit Crossroads. Do not unlock anything in the noncombat (choose "Leave for now" if the noncombat triggers, or just count out 5 combats and then stop).
- Kill five ghosts in the Sprawling Cemetery and rob some graves with the FantasyRealm pickaxe.
After you get enough Rubees™, you should buy the Putrid Swamp and the Mystic Wood maps first, then the FantasyRealm rope, and finally the map for the Sprawling Cemetery as you'll be able to fight another five bandits in the Bandit Crossroads after you unlocked the Sprawling Cemetery through the Bandit Crossroads. This path will net you about 250 Rubees™ per day for 35 adventures, sometimes even more if you are lucky.
Location chart
The Bandit Crossroads is the only zone that is always open. Notably, the fifth fantasy bandit per day drops a fat loot token. The Crossroads choice adventure leads to five primary branches: The Towering Mountains, The Mystic Wood, The Putrid Swamp, Cursed Village, and The Sprawling Cemetery.
Color coding |
---|
Rubee rewards |
Crafting items that disappear at the end of the day |
Items and effects that unlock options elsewhere. Items disappear at the end of the day. |
The Towering Mountains | |||
---|---|---|---|
Choice | Result | Secondary zone choices | Result |
Unlock the mine (requires FantasyRealm key) | Zone: The Old Rubee Mine | Raid the Rubee cart | 20-30 Rubees |
Mine the ore (requires pickaxe) | Acquire: dragon aluminum ore | ||
Look through the mining equipment | Acquire: grolblin rum | ||
Head into the deep cave | Zone: The Foreboding Cave | Open the chest (requires FantasyRealm key) | 90-110 Rubees |
Head toward the volcano (requires Mage's Hat) | Boss zone: The Lair of the Phoenix
| ||
Search the rubble | Acquire: sachet of strange powder
| ||
Head to the Ogre Chieftain's Keep (requires Warrior's Helm) | Boss zone: Ogre Chieftain's Keep
| ||
Head to the Master Thief's Chalet (requires Rogue's Mask) | Boss zone: The Master Thief's Chalet
| ||
Hold aloft your orb (requires unequipped druidic orb) | Acquire: charged druidic orb |
The Mystic Wood | |||
---|---|---|---|
Choice | Result | Secondary zone choices | Result |
Head toward the... sigh... faerie cyrkle | Zone: The Faerie Cyrkle | Get a faerie blessing | Gain effect Fantasy Faerie Blessing (100 Adventures) |
Take some faerie dust with you | Acquire: Faerie dust | ||
Go to the Spider Queen's Lair (requires Rogue's Mask) | Boss zone: The Spider Queen's Lair
| ||
Get a mushroom | Acquire: plump purple mushroom | ||
Go to the campsite (requires a rope) | Zone: The Druidic Campsite | Take s'mores | Acquire: druidic s'more
|
Make a poisoned s'more (requires tainted marshmallow) | Acquire: poisoned druidic s'more | ||
Look under the fire (requires Mage's Hat) | Acquire: druidic orb | ||
Head toward the anomaly (requires Cheswick Copperbottom's compass) | Boss zone: The Ley Nexus
|
The Putrid Swamp | |||
---|---|---|---|
Choice | Result | Secondary zone choices | Result |
Go towards the witch's house | Zone: Near the Witch's House | Get a brew | Gain effect Brewed Up (50 Adventures)
|
Get a special brew (requires plump purple mushroom) | Gain effect Poison For Blood (10 Adventures) | ||
Get a to-go brew | Acquire: To-go brew | ||
Look under the witches mattress | 40-60 Rubees | ||
Unlock the Troll Fortress (requires FantasyRealm key) | Zone: The Troll Fortress | Ring the bell | Nothing? |
Take the haunch | Acquire: nasty haunch | ||
Look for signs of Cheswick (requires Chewsick Copperbottom's notes) | Acquire: Cheswick Copperbottom's compass | ||
Pry the giant Rubee from the statue (requires a pickaxe) | 40-60 Rubees | ||
Head toward the Dragon's Moor (requires Warrior's Helm) | Boss zone: The Dragon's Moor
| ||
Pick the nasty marshmallow | Acquire: tainted marshmallow |
Cursed Village | |||
---|---|---|---|
Choice | Result | Secondary zone choices | Result |
Head to the cathedral | Zone: The Evil Cathedral | Pray for wealth | 20-30 Rubees |
Pray for health | Gain effect Fantastical Health (100 Adventures)
| ||
Pray for refreshment | Acquire: sanctified cola | ||
Take some holy water (requires Mage's Hat) | Acquire: flask of holy water | ||
Head to the Archwizard's tower (requires Mage's Hat) | Boss zone: The Archwizard's Tower
| ||
Head to the thieves guild (requires Rogue's Mask) | Zone: The Cursed Village Thieves' Guild | Take your share of the haul | 40-60 Rubees |
Check out the cabinet | Acquire: universal antivenin | ||
Visit the fortune teller | Gain effect Fortunate, Son (20 Adventures)
| ||
Dive into the wishing well (requires a rope) | 40-60 Rubees | ||
Visit the notary's office (requires arrest warrant) | Acquire: notarized arrest warrant | ||
Visit the blacksmith (requires dragon aluminum ore) | Acquire: dragon slaying sword |
The Sprawling Cemetery | |||
---|---|---|---|
Choice | Result | Secondary zone choices | Result |
Plunge into the Labyrinthine Crypt | Zone: The Labyrinthine Crypt | Grab a skull | Acquire: hero's skull |
Break open an urn | 40-60 Rubees | ||
Grab the document (requires Rogue's Mask) | Acquire: arrest warrant | ||
Head towards the Barrow Mounds | Zone: The Barrow Mounds | Rob a mound | 20-30 Rubees |
Scavenge above ground | Acquire: mourning wine
| ||
Dig through to the ghoul king's catacombs (requires Warrior's Helm) | Boss zone: The Ghoul King's Catacomb
| ||
Rob some graves (requires pickaxe) | 40-60 Rubees | ||
Examine the curious tombstone (requires Mage's Hat) | Acquire: Chewsick Copperbottom's notes | ||
Set out for the Vampire Chateau (requires Rogue's Mask) | Boss zone: Duke Vampire's Chateau
|
Monsters
- The Bandit Crossroads: Fantasy bandit - Fifth one defeated each day drops a fat loot token.
- The Towering Mountains: Fantasy ourk - 100% physical resistance. Use spells or items to deal elemental damage.
- The Foreboding Cave: Rubber bat - Reflects melee damage and has 75% elemental resistance. Use ranged weapons, spells or items, preferably dealing physical damage.
- The Old Rubee Mine: Mining grobold - Deals about 90% max HP damage to the player on the first turn of combat and again every two turns.
- The Mystic Wood: Fantasy forest faerie - Evades weapon attacks. Use non-weapon skills or items.
- The Faerie Cyrkle: Quadfaerie - Hits with three elemental attacks each round, prevents skills and items, and evades normal weapon attacks 50% of the time. Just hit it with a weapon. Negative monster level and passive damage can help if you have trouble surviving.
- The Druidic Campsite: Druid plants - Gives 1 Adventure of Really Quite Poisoned at start of combat. A bezoar ring negates this.
- The Putrid Swamp: Swamp monster - Deals passive stench damage every round.
- Near the Witch's House: Flock of every birds - Attacks three times per round. If hit with non AoE will both full heal as well as not die even from some AoE sources that should have killed it. So disable all passive damage, and attack with group damage skills.
- The Troll Fortress: Swamp troll - Immune to all damage except hot.
- Cursed Village: Cursed villager - Prevents attacks and skills. Use combat items, passive damage, or chefstaff jiggle.
- The Evil Cathedral: Plywood cultists - Prevents all attacks, skills and items. Use passive damage or chefstaff jiggle.
- The Cursed Village Thieves' Guild: Regular thief - Steals 100 turns of a random effect each round. Keep him stunned to prevent this.
- The Sprawling Cemetery: Spooky ghost - Physical resistance and deals passive spooky damage every round.
- The Labyrinthine Crypt: Crypt creeper - Deals 40-60% of Max HP in damage per round. You will win the fight after surviving 5 attacks. Rounds in which the monster is stunned don't count.
- The Barrow Mounds: Barrow wraith - Prevents all attacks, skills and items. Counts as being beaten when you successfully run away. It has 100% combat initiative, so you need at least an equal amount to flee reliably.
Bosses
Each boss requires you to pass a stat test and have a quest item or effect found elsewhere in FantasyRealm. Because these quest items disappear at the end of the day, you generally need to have unlocked map shortcuts to reach a boss fight before running out of hours. The exceptions are bosses that require an effect, because effects persist through rollover. However, this is difficult for any boss except the Ghoul King due to effect durations, and there's really no reason to prioritize fighting bosses over obtaining maps.
While the noncombats in boss zones do not consume an hour, you cannot enter a boss zone after expending all 5 of your daily hours. Boss zones normally require 4 hours to unlock, so you should fight the boss while you still have one hour remaining.
If you lose a boss fight, you won't be able to try again that day.
- Go to the Wood, then Campsite (requires rope). Look under the fire (requires Mage's Hat) to get druidic orb.
- Go to the Mountains, hold the orb aloft to get charged druidic orb (note that this option is not available if the orb is actually equipped).
- Go to the Village, approach the tower (requires Mage's hat).
- Enter The Archwizard's Tower with Superhuman (5) Cold Resistance and the charged druidic orb equipped.
- Go to Wood. Pick a plump purple mushroom.
- Go to Swamp, then Witch's House. Get a special brew to obtain Poison For Blood (10 Adventures)
- Go to Cemetery, set out for the Vampire Chateau (requires Rogue's Mask)
- Enter Duke Vampire's Chateau with +250% Combat Initiative and Poison For Blood effect
- Boost your stats to counter Poison For Blood's negative effect
- Go to Wood, then Faerie Cyrkle. Get Fantasy Faerie Blessing (100 Adventures)
- Go to Cemetery, then Barrow Mounds. Dig to the Catacombs (requires Warrior's Helm)
- Enter The Ghoul King's Catacomb with Superhuman (5) Spooky resistance and Fantasy Faerie Blessing effect
- Immune to stuns and staggers, and physical damage is capped at 50. Elemental damage and defense boosts are recommended.
- Go to Cemetery. Examine the tombstone to acquire Chewsick Copperbottom's notes (requires Mage's Hat).
- Go to Swamp, then Fortress (requires key). Look for signs of Cheswick to acquire Cheswick Copperbottom's compass.
- Go to Wood, and head toward the anomaly.
- Enter The Ley Nexus with 500 (buffed) Mysticality.
- Drains MP to deal damage, and immune to spells and physical damage. Elemental damage from combat items works, as does elemental Bonus Weapon Damage (for example, by the effect In a Lather).
- Go to Cemetery, then Crypt. Grab the document to acquire arrest warrant (requires Rogue's Mask).
- Go to Village, and visit the Notary's office to acquire notarized arrest warrant.
- Go to Mountains, and head to the Master Chief's Chalet (requires Rogue's Mask).
- Enter The Master Thief's Chalet with Superhuman (5) Sleaze resistance and notarized arrest warrant.
- Go to Swamp. Pick a nasty marshmallow.
- Go to Wood, then Druidic Campsite (requires rope). Make a poisoned s'more.
- Go to Mountains, and head to the Keep (requires Warrior's Helm).
- Enter the Ogre Chieftain's Keep with 500 (buffed) Muscle.
- Go to Village, then Cathedral. Take some holy water (requires Mage's Hat).
- Go to Mountains, then Cave. Head toward the Volcano (requires Mage's Hat).
- Enter The Lair of the Phoenix with Superhuman (5) Hot resistance and flask of holy water.
- Go to Mountains, then Mine (requires FantasyRealm key). Mine the dragon aluminum ore (requires pickaxe)
- Go to Village. Visit the blacksmith to obtain dragon slaying sword
- Go to Swamp and head toward the Moor (requires Warrior's Helm)
- Enter The Dragon's Moor with Superhuman (5) Stench resistance and dragon slaying sword equipped.
- Go to Village, then Thieves Guild (requires Rogue's Mask). Check the cabinet to obtain universal antivenin
- Go to Wood, then Faerie Cyrkle. Go to the Spider Queen's Lair (requires Rogue's Mask)
- Enter The Spider Queen's Lair with 500 buffed Moxie and Fantastic Immunity effect from universal antivenin
- Visit each of the Mountains, Wood, Swamp, Village, and Cemetery with one of the FantasyRealm outfits equipped. Each noncombat will have a new option to press the big red button; do that at each.
Strategies
Boss | Preparation | Strategy |
---|---|---|
Archwizard | You may need:
|
|
Ghoul King | You may need:
|
or, alternatively,
|
Ley Incursion | You may need: |
|
Sewage Treatment Dragon | You may need:
|
|
Ogre Chieftain | You may need:
|
|
Duke Vampire | You may need:
|
|
Items and rewards
- Crafted consumables
- denastified haunch
- Go to Putrid Swamp, then unlock the Troll Fortress (requires key).
- Go to Troll Fortress, then take the haunch.
- Go to Mystic Wood, then head toward The Faerie Cyrkle.
- Go to Faerie Cyrkle, and take some faerie dust with you.
- Cook the nasty haunch and faerie dust.
- bad rum and good cola
- Go to Towering Mountains, then unlock The Old Rubee Mine (requires key).
- Go to The Old Rubee Mine, then look through the mining equipment for some grolblin rum.
- Go to Cursed Village, then head to the cathedral.
- Go to The Evil Cathedral, then pray for refreshment.
- Cocktailcraft grolblin rum and sanctified cola.
- Potion of Heroism
- Go to Sprawling Cemetery, then plunge into the Labyrinthine Crypt.
- Go to The Labyrinthine Crypt, then grab a skull.
- Go to Putrid Swamp, then go towards the witch's house.
- Go to Near the Witch's House, then take a to-go brew.
- Meatpaste the hero's skull and to-go brew.
- Outfits
- Skeleton Lord drops
- Shield of the Skeleton Lord when unlocked with the Warrior's Outfit
- Ring of the Skeleton Lord when unlocked with the Wizard's Outfit
- Scepter of the Skeleton Lord when unlocked with the Thief's Outfit
- Staff of Kitchen Royalty, a chefstaff created from the scepter and consumable items
A Monorail Station | ||
---|---|---|
Lyle's Office Downtown |
FantasyRealm Guide |
PirateRealm Guide |