"weary familiar world with of in a trinkets the rests he filled many when travels tires god." ― Description of Traveler's Sanctuary
Traveler’s Sanctuary is a popular game known for its extensive lore, uniqueness, and affiliation with the myth group, Mental Assistance Department. The game takes place in the player’s perspective where they can go on a journey throughout many lands and even defeat bosses in some.
Overview[]
Traveler’s Sanctuary is a game created by the group, Traveler's Sanctuary, (and can also be found on Corlonisk’s profile). It acts as a centerpoint for a few games that the player can journey through and complete puzzles and defeat bosses to progress. Throughout each game there are multiple NPCs that the player can interact with and have a more clear understanding of the story. Traveler’s Sanctuary is filled with small details of lore included in things like weapon arts that the player can use in combat.
Traveler’s Sanctuary is a place where wanderers travel through, usually to reach other worlds. Corlonisk is the God who travelled over this place and many others. He creates gifts and gives them to these worlds for them to use to progress in life. This caused a group to form called, The Order of Gifts, and they protected these gifts as they considered them as sacred. However, the gifts unknowingly became tainted as well as the members of the cult. Eventually, a traveler arrived, because of a transmitted signal sent by the Drifting Informant, and discovered these corrupted worlds, before beginning to purify them. June_Bellowin noticed these events across the worlds and began theorizing why something like this would happen. After eventually speaking to the traveler, it is concluded that Corlonisk could be the reason behind these worlds changing.
Walkthrough[]
Sanctuary[]
The player spawns on a small path, surrounded by several bushes. Upon spawning, the player can click a small information box located on the right side of their screen titled “Weapon Information”. They can then click “Implacable Redeemer” to view information about a sword. An image of a sword is shown, giving the player a 360 degree view. The information reads:
“Weapon Art: Cyclone Slash"
“A gift from the drifting informant, its power is as unassuming as its simplistic design. Though it may be outperformed by other weapons, the gem socketed in the hilt grants it the capability to pierce any defense used against it. This ability had been lost to time, as the old divinity understood that even the most insignificant beings could feel beings beyond their comprehension.”
“Weapon Art: Cyclone Slash”
“Unleash a short, yet powerful spinning technique that rivals the most devastating of cyclones.”
The player is able to walk forward, following the clear path up the stone. They will find a small, concealed cave behind the waterfall. The player will find the cave lit by three torches; inside there is a man and a small creature covered by a blanket in a bed. The player can press “E” to speak with the man. The dialogue begins:
Drifting Informant: “Welcome back wanderer, I hope your travels have been fruitful.”
[Inquire about the informant themselves]
[Ask about the places you have visited]
The player can select the first option.
“Sure, I'll try and answer as much as I can.”
[Question about what is following them]
[State they look familiar]
The player can select the first option.
“Her name is Esmay, she just decided to follow me one day. Quite friendly if I do say so myself.”
[Ask if she can do anything]
[Ask about when and why]
[Ask if she speaks]
[Ask another question about him]
The player can select the first option.
“From what I understand, she can rewind time to a certain extent. She seems to be willing to give you 'checkpoints' if you run into her out there.”
[Ask another question about Esmay]
The player can select the first and only option. They will have the choice of having the previous three questions answered. The player can ask about when and why Esmay decided to follow the Informant.
“My memory is a bit fuzzy... all I can seem to recall is a soft purple glow amongst the infinite void.”
The player can ask if Esmay speaks.
“No, but what confuses me is the fact that I HEAR what she does not say."
The player then can state that the Informant looks familiar.
"Look, I am sure most people remind you of other people. I am not sure why this is important."
The dialogue ends there.
To the right of The Drifting Informant is another room in the cave. The walls, floor, and ceiling are covered with documents. A total of five can be interacted with, the first one saying, “A paper about a particular symbol the writer keeps seeing in their dreams, with extra mention towards a civilization of hardened warriors.” The symbol it refers to is related to Nephilim, or more notably Immortius. The second page reads, “A rough analysis of a particular species known for their hostility, with a sketch of their most identifiable feature.” This page is about the Mind Walkers. The next page contains, “A professional paper about the Traveling God, however the writing seems to indicate a feeling of loneliness and abandonment.” The fourth page says, “Rambling of a crustacean more powerful than any concept both known and unknown, the writer must be completely insane.” The final writing reads, “The document seems to be an examination over the form of a purple creature, with their apparent abilities of time manipulation and habit of following the writer.”
The player can then leave the cave and continue up the mountain. They will find a banjo-looking structure with music notes surrounding it. The player can enter the structure and will find a small banjo propped up against a chair. The player can press “E” to examine the banjo. A message will show on their screen, “Do you wish to visit Plectrum, the world of the stringed people?" Clicking yes will teleport the player to “Plectrum”.
Plectrum[]
Click "Show More" to view information about Plectrum.
The player will spawn in the middle of a small town with the “Implacable Redeemer” sword in their inventory. The player can click to use the sword and can press “R” to roll, pressing “Q” will give the player a special power-up for the sword. Heading forward from spawn, the player will find a figure, they can press “E” to speak with this figure. A small dialogue will begin to play:
“Old Violin Baroque: Goodness me! A human! Corlonisk's gifts just keep on coming! Normally we'd take you to the First Gift, but we can't get through this door until we play the magic melody. I'd do it myself but there are some unsavory characters around these parts.”
[Ask about those unsavory characters]
“They look like they're members of the Order of Gifts but they sure aren't acting like them. Makes me wonder if something happened.”
The player is also able to interact with characters found in the town. Inside the blue, guitar-like house the player can speak to Cello Mark. They will ask “Is Violin Matt still outside? He's been watching me all day and it's FREAKING ME OUT.” Across from the blue home the player will find a red one. There they can speak with Violin Matt, they will say “I think something’s wrong with Cello Mark, he's been hiding in his house all day…” The player can speak with Violin Stroh, they will say “Ugh, can't you see I'm busy? I don't have time to get you tuned properly. Go bug someone else.” Across from them is Guitar Steve, they’ll say “Oh cool, you're a human! Neat, I've been needing someone to play lately.” Finally, the player can speak to Banjo Trevor who will say “Oh hello! We haven't had a human here in a while. Welcome to the Land of Strings! My name is Banjo Trevor. Make yourself at home! We always love new instruments.”
The player will see a small sheet of Violin note music in front of the Old Violin Baroque. This sheet is randomized for every player and resets every time the player rejoins the game. To progress the player must first translate the notes using the violin scale sheet. The player is able to find this sheet by heading to the left side of the map, the player should find a small cave with the sheet close by the “F” note. Once the letters are translated the player must walk around the map and interact with the music notes by pressing “E” in the right order of the original notes. The player should either avoid or defeat the Order of Gifts members who shoot green balls that damage the player; however, they do respawn. The music notes are found at every corner of the map and even above the locked door. A buzzer will sound if the player incorrectly plays the note. After the player has inputted the notes correctly, the door to the First Gift should be open.
After entering the door, the player will find themselves in a maze-like area where “The Song of the Trees” will be playing. The player must correctly identify the music playing and enter the correct passage out of four. The path to progress should be “Left, South, South, Left, Right, North, Right, Right, and Left,” depending on the direction the player is facing. The player will hear a buzzer if they enter the incorrect path and a beep if they enter the correct one. After completing the maze the player should reach a checkpoint. “Shanty Tree” should be playing and the player will see Esmay dancing happily at the player’s victory. The player could head forward hopping from the tree logs, avoiding the Order of Gifts members. Right before the black hole the player can drop down onto a platform below the logs, there will be a small hole there where the player could find a music sheet. The player could then enter a dark tunnel. A message will appear “A great evil lies ahead. Do you wish to go alone?” The player will have the choice of going, not going, or joining a party.
The player will be teleported to “Strings of Fate.” The player will have their sword as well as a healing elixir in their inventory, created by Esmay. The player may jump from log to log forward to face the boss, a spider-like creature. The Woodworker has three main moves, it either spits out a health-taking black hole in the middle of the map, a red laser at the edge of the map, or some damaging balls that aim at the player. The player is supposed to destroy the wooden structure on the side of the map as they are holding the Woodworker up, once they are all destroyed the creature will fall for a short period of time, this is when the player attacks and damages the creature. It is recommended to have patience and to use the “Q” power up on the sword to take damage faster. Using “R” to roll is a faster way of transportation around the creature compared to walking. It is easier to beat with a team. After beating the Woodworker the player will have a message on their screen saying “Corruption Slain: You have purified this world, and your conquest marches forward.” The player can then enter a white beam which will teleport them to “Plectrum’s Gift”.
The player will be teleported to a large, tree-like structure. The player can walk forward and will see wooden, cardboard-like people on the floor. The player can talk to some of these people by clicking “E”. “Stranger: I'm not made of wood, why does it want me?” [Continue Listening] “I feel everything. Please MAKE IT STOP.” It seems like the tree is producing wooden-like instrument people as seen in “Plectrum”.
The player can speak to an Instrument trapped in a blue orb.
“The music gives me life…”
[Continue Listening]
“I will make beautiful music soon.”
[Continue Listening]
“Send me down, I'm ready for my destiny.”
The player will see a figure trying to help the Instruments escape.
“June Bellowin: It wasn't always like this. Plectrum used to be peaceful and happy.”
[Continue Listening]
“The citizens were not ruled by fear like they are now. I would not have known about the terror that has been happening here if it weren't for you.”
[Continue Listening]
“Something is causing the gifts to be corrupted and I don't know what it is. For now, I must go. The Traveling God needs his Herald.”
The player will find an orange diamond-like object. Touching it will show the message “Gift of Creation Acquired” and the player will receive a badge called “String”. The player is then teleported back to Traveler’s Sanctuary and has beaten Plectrum. Back at Traveler’s Sanctuary, the player will find that they have a new weapon after beating the Woodworker called “First Ballad”. The information reads:
“Weapon Art: Battle Ballad"
“No progression is immediately mastered; as the avatar for the gift of creation never knew how to craft a basic instrument, much less comprehend how sentient creatures are formed from their design. Its first drafts were nothing more than wooden chunks with holes to make noises from, however the stringed people continued to encourage this creative energy. After many moons of ceaseless tinkering, the being finally made its breakthrough. A ginel stringed instrument, in which puppet-masters could identify as a “lute.”
“Weapon Art: Battle Ballad”
“Strum the strings of the lute to summon magical musical notes as projectiles.”
The player is also able to find the gift floating on a small platform at every teleport each time they collect a new gift.
Abstrusia[]
Back at Traveler’s Sanctuary, the player is able to walk past the Plectrum teleport and head to a blue, house-like structure. Inside there is an arrow directing the player to climb a yellow truss ladder. They will find a yellow radio and a clown head that they could click to examine. They will be given the message “Do you wish to visit Abstrusia, world of the Kolorful Klowns?”. If the player clicks yes, they will be teleported to “Abstrusia".
Click "Show More" to view information about Abstrusia.
The player will spawn in a brightly-colored town full of clowns and colorful structures. Walking forward along the path the player will find a bunch of clowns with different colored shirts walking in and out of different colored houses saying random jokes and lines. Near the back of the town the player can walk and find a black home. Inside there is a clown the player can interact with by pressing “E”. The clown called Serious will say:
“Serious: A traveler from the outside world? It's been so long. Are you here for the Gift?”
[State that you are here for the Gift]
“I'm sorry, but I'm afraid it's too late for that. I'm sure you've noticed but all of Abstrusia is unbalanced.”
[Ask what he means]
“The Gift and the Abstract are in a bitter struggle for dominance. The Abstract has always been a jealous god. I fear what would happen if it won.”
[Ask why that would be bad]
“If the Abstract wins, I fear that this world will warp so badly that everyone here will cease to exist as we do now.”
[Ask what needs to be done]
“It pains me but it's clear that the Abstract must perish. The Gift, while not ideal, is the only way to guarantee our existence.”
[Ask how they can do that]
“Take this key and enter the cave. You should be able to find another key letting you access the Gift. After that, I'm not sure. Good luck.”
[Take the key and go.]
The player will now have the “Cave Key” in their inventory. The player can exit the house and walk forward past the colorful houses. They will find a cave they could unlock using the key and by pressing “E”. Deep inside the cave the player will have to do a puzzle. This puzzle is randomized for all players; however, there will be a board with a color on it. The player should head back to the clowns and find a clown with the same color shirt as the board. The player must follow that clown, once they enter the home that’s the same color as their shirt the sequence will begin. The player should follow the clown to every house it goes to and once it reaches the original color the sequence is finished. The player should head back to the board and click “E” to make the colors in the correct order, excluding the first color. Once finished, the door to the next part of the cave should unlock. The player should then find a disco-colored structure with the colors “Red, yellow, blue, and pink” in order. The player must head back outside of the cave to and to the black apartment structure to the left of the black house. The structure will have four arm-like things with their legs in different-colored lands. The order is randomized for every person and server. The leg with one branching line will be the starting color, and so on. Once the player finds the order of the four colors they should head back to the cave and use “E” to click the colors in the correct order to open the final stage of the cave. They will find a platform with a small key, the player should click “E” to obtain the “Building Key”. The player should leave the cave and head back to the black apartment. The player can use the key to enter the building, they will be brought to an office-like area. The player is required to find hidden objects in every room as they progress up each flight of stairs. The objects resemble a small compass with a swirly, colorful covering. These objects can be hidden in plain sight. The player can press “E” to obtain the object so they are able to move on to the next room. On the first, third, fourth, and fifth floors, the player is able to click the printer and a paper will come out. One paper has a logo and the other says “Embrace His Gift”. Once the player collects all the objects they should enter the top of the shadowy stairs and will then face the boss. The boss is called “Abstract’s Core.” They can summon lasers out of the ground, first using dots to clarify where they will spawn. They also have a helper that shoots beams at the player and spawns a laser spinner the player must jump over. To beat the boss, the player should avoid the Core’s attacks and only attack once they fall to the ground. The player will have the message “Purity Slain: You have conquered this world, and your conquest marches forward.” on their screen. The player can then enter a white portal and will reach “Abstrusia’s Gift”. They are now in an office room-like area, and the player is able to speak with June Bellowin once more. The dialogue is as follows:
“What happened? I was investigating the Gift of Reality and got distracted by these strange, furry creatures on this screen.”
[continue]
“The clowns seem so... lifeless, like whatever they cherished was taken away from them.”
[continue]
“It’s so odd, Abstrusia seems much more dark and void of color than I remember. Did you do something drastic while I was investigating?”
Walking forward, the player is able to speak with Serious, who is no longer a clown and is black and white. He will say:
“Thanks for the help, kid! The Abstract Core was too dangerous and unpredictable to be left alone.”
[Ask about the Gift]
“Corlonisk's Gift of Reality makes things far more manageable. Do you know how DIFFICULT it was to keep profit margins up when you didn't know whether you'd spend the next century as a stream of color or a whimsical thought?”
[Ask about the other Klowns]
“Most of them got on board after your little showdown. Those who didn't... Well, they're still profitable at least.”
[Ask how they make profits]
“Concentrated happiness of course! A surefire way of keeping an unrested populace complacent even in the most... unsavory conditions.”
[Question the ethics of artificial happiness]
“Listen kid, we are just suppliers and our clientele brings us profit. I could care less on WHO and WHY people buy it, because it's not MY problem!”
[Ask about the Gift of Reality]
“Oh, since you did eliminate that pesky core for me, I am going to give you a one-in-a-lifetime opportunity to guard the Gift of Reality!”
[Accept your new position]
“Excellent, we appreciate your cooperation here at Abstrusia Incorporated! The gift should be in the next room. Thanks sport, this couldn't have happened without ya!”
The player can find the gift in the next room to the right as well as the defeated Core. Surrounding it is what seems to be concentrated happiness. The concentrated happiness can be interacted with:
“Blu: WOULD YOU LIKE MORE TEA MR SCRIBBLES??
Oran: SO MUCH FUN FUN FUN FUN FUN FUN FUN FUN FUN FUN HAHA
Greg: I WISH THIS JOY NEVER ENDS!!!!! THE OTHERS ARE FOOLS! HAHAHA!
Purpi: THE COTTON CANDY CLOUDS ARE SINGING! ISN'T IT BEAUTIFUL!?!?
Vi: ABSTRUSIA IS SO COLORFUL TODAY FRIENDS!!!!! WEEEE!!!!”
After touching the gift, the player will see the message, “Gift of Reality Acquired” and they will receive the “Abstract” badge. The player will then be teleported back to the Traveler's Sanctuary. Back at Traveler’s Sanctuary, the player will find that they have a new weapon called “Sanity’s Requiem”. The information reads:
“Weapon Art: Deconstruction"
“The core of Abstract was once a guardian of the entire planet of Abstrusia, ensuring that any invasion had on the planet would be fruitless and potentially added to the vast chaos of the planet. The corruption would have suffered the same fate, yet unintentionally intervention would ensure the description of both the Core and Abstrusia.”
“Weapon Art: Deconstruction”
“Temporarily unleash the chaos contained within and enchant each hit with a short damage-over-time effect.”
Umbra[]
The player is able to walk past the teleports to Plectrum and Abstrusia. The player will find a shadowy beast with red, glowing eyes and many teeth. They’re able to jump into the beast’s mouth and can press “E” to examine the teleporter. They will receive the message “Do you wish to visit Umbra, world of the Shade Lurkers?”. The player will be teleported to “Umbra” if they click yes.
Click "Show More" to view information about Umbra.
Once the player arrives in Umbra, a piece called “Hopeless Abandon” will start playing. The player is able to speak with a ball of light found at spawn by pressing “E”. The Light Ball will speak:
“What? A traveler! Thank goodness you've come! I need your help.”
[Ask what they need]
“Those hideous monsters tore me into five pieces and locked me away. “
[Ask why they did that]
“Those shadow demons couldn't appreciate my radiant light so they put me away. Please, find my other pieces, I need to be whole again!”
The player has the choice of entering four paths to obtain the light pieces. Heading into the area with pink glowing mushrooms, the player will reach a checkpoint with the song “Hopeless Beggars” playing. Here they should complete the parkour by jumping on the colorful objects and they should jump up the stairs once they’ve reached the other side. At the top, the player will find a hand holding one of the light pieces, the player can press “E” to obtain this piece and should head back to the Light Ball. They will say “Hey friend! You only need to find 3 more of my light pieces, Good luck!”. The Light Ball will continue to provide the player with updates. The player can head to the path with orange, glowing mushrooms. The song “Hells Horsemen” will be playing. The player must enter four houses and press “E” to interact with a glowing, white object. The white objects will be transferred to a platform near the locked entrance of the tower. Once they’re all collected the tower will open and the player must jump up the stairs once more to collect the light piece. The player should head back to the Light Ball. The player can enter the path with glowing, blue mushrooms. There will be large, floating hands that will respawn the player if touched. Here the player must find three buttons and press “E” once close to them. Once all three buttons are activated a previously-locked door will open at the far left side of the structure. The player should jump up the steps, collect the light, and head back to the Light Ball. Finally, the player should enter the path lit by torches. They will reach an area, fully dark, with the music “Oppression” playing. The player should press “E” to collect a torch and quickly make their way to the next torch as they run out. If the player is in the darkness without a torch they will be respawned. They should head from torch to torch and push a small object by pressing “E”. This object will unlock the tower, the player should then locate the tower, enter it, jump up the steps, and collect the final light piece. They should head back to the Light Ball. Back at the Light Ball, they’re able to speak with them. They will say:
“Yes! Thank you so much traveler. Now that I am whole, I can break free from my prison!”
[Ash what he’ll do next]
“Now that I'm free, I'll DESTROY those wretched shadow inhabitants of this world. They must PAY.”
[Ask why such a punishment is justified]
“They are filthy shadow demons incapable of living in light. They are disgusting inferior vermin and must be burned away. Their extinction will be beautiful.”
[Mention that extinction might be a bit heavy-handed]
“Look, you did me a favor today. I’ll give you time to escape before the cleansing begins. If you dare go against me, I will not hesitate to include YOU in the body count.”
[Watch as the Light vanishes deeper into the temple]
The player can then step on a glowing, white platform. They will be teleported to a game called “LOST LOST LOST LOST LOST LOST LOST LOST” and they will then face the boss. They will give differing insults based on the player’s clothing and groups. This boss will shadow the player with a red light and will send a large ball that will take half the player’s damage if not avoided. They will also drive their sword into the ground to create a damaging blast and can also slash the player, damaging them. The player must attack when the boss is preparing to take the most damage. At the end of the fight, the player will receive a message, “Corruption Slain: You have purified this world, and your conquest marches forward.” A new path opens that the player may enter. The player will be teleported to “Umbra’s Gift” and will see June Bellowin once again as well as the gift. The player can speak to June. They will say:
“Oh hello, you must be the one who put down the guardian for the Gift of Light.”
[continue listening]
“I have witnessed those who deny the gifts granted to them, as they are often labeled as an ill omen by ignorant fools.”
[continue listening]
“This situation puzzles me however, as I have never heard a whisper about a gift rejecting their owners…”
The player can walk forward and collect the Gift of Light, they will also receive the Umbra Badge. The player will then be teleported to Traveler’s Sanctuary and will be rewarded with a new weapon titled “True Witness”. The information reads:
“Weapon Art: Rampage"
“The Radiant was a benevolent force who would shine brilliantly amongst those who had lost all hope. It was created by the Traveling God as a method to introduce the Shade Lurkers to the concept of light, as their entire planet was shrouded in an impenetrable darkness. They have adapted to such a devastating stipulation by evolving to communication through the sense of touch and could only sense light through their heightened senses. This would prove to be a problem to the Radiant, as his entire being was an overwhelming stimulus on the Shade Lurkers, and they considered him a threat.”
“Weapon Art: Rampage”
“Enter a frenzy and increase both your attack power and speed dramatically for a few seconds.”
Hydrown[]
At Traveler’s Sanctuary, the player should follow the stairs past the Abstrusia teleport and they should continue following the path forward. Once the player passes through the cave with a torch they will find a blue and white lighthouse-type of structure. The player should enter this structure. The player should walk up the two flights of stairs and press “E” to examine the blue, glowing orb at the top. The player will receive a message “Do you wish to visit Hydrown, world of the Hydrians?” If the player clicks yes, they will be teleported to “Hydrown”.
Click "Show More" to view information about Hydrown.
At Hydrown, the music “The Lonesome Pirate” will be playing. The player will find a captain with a fish for a head that they could speak to standing in front of them. The player can press “E” to speak with the pirate. They will say:
“Ahoy there laddie! Do ye be lookin' fer a boat ta take you to the lighthouse?”
[Shake your head in agreement.]
“Arr, there be no more room on me ship but I can lend ye another if ye do me a favor, I appear to have misplaced me hat in me chest. Be a good fellow and fetch it for me.”
[Ask why it is locked.]
“Arrr! I keep me hat locked up safe and sound to keep away from scallywags.”
The player can jump onto the captain’s ship, and they will find a sailor with a fish for a head that they could speak to by pressing “E”. They will say “Sailor Ishmael: The cap'ns been tryin to get to the ol lighthouse for years, but he was never able to get on any of the ships til now. Figures we'd be the last ones left to leave.” Walking to the left, the player will find another sailor fish they could speak to. They’ll say “Sailor Ahab: I'm not sure why Nemo is so fixated on being a pirate. It's not like there's anything to pillage. Everyone has already gone to the lighthouse.” The player can then ask why. Sailor Ahab will respond “What? Don't you know? The lighthouse is the most wonderful place in the world! Plenty to eat, beautiful views. No wonder people don't come back to this dump once they visit.” At the back of the ship in the very last room, the player will find a map demonstrating what looks like the tide of the waves. Back outside of the ship, the player will find signs warning that it is dangerous to swim. Following the path forward the player will find a small town guarded by hostile users that attack the player when approached. In this village are many homes as well as statues of a shark, crab, and octopus. At the end of the village the player will find a house, labeled “Captain’s Cabin”. Inside is a chest the player can unlock. The location of the chest’s key is randomized and can be found inside homes, behind statues, etc. The key can be collected by pressing “E”. The player should head back to the Captain’s Cabin and hold “E” while having the key equipped. They will then receive the Captain’s Hat in their inventory. The player should return to the Captain with the hat equipped and speak with them. The Captain will say “Me hat! Many thanks to you, I've left a boat fer ye by the dock, take these paddles. Race ye to the lighthouse! Arrr.”. The player could thank them and leave. To the right of the Captain is a dock the player could climb down. They will find a small boat waiting there. The player can enter the boat and they will be automatically sailed to a new location. The player will pass through the waters noticing many broken ships surrounding them. A message will show, “?????: Come weary one, come to my light. I mean you no harm.” The player will stop at a pile of planks and have reached a checkpoint. Falling in the water will kill the player. There will be a cannon ball that the player can launch by pressing “E”. The cannon will be empty so the player is unable to use the cannon to clear the path. The player should jump onto the pile of floating planks and follow the scattered trail onto the broken boat. The player should jump onto the rock area and continue pushing forward, either killing or avoiding the hostile NPCs. Entering the final boat, the player will find a room containing spare cannon balls that the player can obtain by pressing “E”. The player should head back to the cannon and equip the cannon ball; they should press “E” to fire the cannon. The path will be cleared and the player can enter the boat once again. The player will see another message “Voice?: This world is cruel, with those who only take and never give. Let me guide you to peace.” There will be another boat blocking the path and the player will be taken off the boat again, another cannon will be found. The player should complete the parkour laid out in front of them again and avoid the enemies. It is slightly more difficult to achieve the cannonball as they are now being directly guarded. The player should head back and shoot the cannon once they’ve collected the cannon ball. The player will jump on the boat and continue their journey, they will receive another message “Stranger?: You deserve so much better. Join your people here in my light.” The player will stop at a third checkpoint and abandon their boat as another one remains there. The player needs to obtain another cannon ball as the path is blocked. The player should follow the planks and complete the parkour, heading toward the direction of the enemies. The player should enter the final boat and enter the first room, then the room on the left. There, they will find spare cannonballs they could obtain and fire at the Checkpoint’s start. They should then enter the boat. The player will receive a message “Friend?: They are jealous of my charity, and blocked the way to me. Bliss lies just beyond their door.”
The player will be taken to a village-like area where they could find notes inside houses and a large crab in the middle of the map. These notes include, “I heard the three Gods are working together. Perhaps the locks aren't for our island, but one of the others?” “Seamoyr has betrayed us! He has locked the path to the lighthouse and put the key out of our reach!” “I heard someone mention that the only way to reach the key is to undo the correct locks, but they don't even do anything!” The player may speak with the crab found at the middle of the map:
Seamoyr: Oh ho ho! A hopeful disciple has come to visit? It has certainly been a while. Come! Make yourself at home. How can I help you?”
[Ask how to get to lighthouse]
“You- I- Are you sure you wouldn't rather stay here? The lighthouse isn't all that special. Besides, the three of us blocked the way so you might as well stay with me!”
At the top right part of the map the player will find an isolated hut with notes reading “Praise the Long Shell, The Charity is Infinite, Long Shell is best shell, Seamoyr is inferior to Long Shell ,The Lighthouse is their domain”. Another note reads “This crab guy is big but he doesn't seem all that powerful. I can see why he's so jealous of my fiance.” Near the beginning of the map to the right the player will find a structure labeled “KEYS TO SHARK ISLAND with seven small, blue shark fins underneath it. The player should press “E” to toggle the correct order, the order of activation should be “1,2,4,6,7”. They should skip the third and fifth shark fins. The fins will turn green once activated. To the left of that structure the player will find another labeled “KEYS TO OCTOPUS ISLAND" There are six small, black octopuses that turn green when activated. The player should activate them in the order “1,3,4,5,”. They should skip the second and sixth octopus.
The player should then head to the dock, where they will find three boats. Two of which are labeled with an octopus and shark fin. The player should jump on the boat next to the shark fin. This island has a village and a moat with a shark circling it, there is a tower in the middle of the moat. Signs surround the moat saying “No swimming: DANGER” The player can speak to a shark found at the right side of the map next to a small table with blood on it. Bludscar will say:
“ANOTHER SACRIFICE FOR ME? HMM... I USUALLY GO FOR FISH BUT I SUPPOSE I CAN'T BE PICKY THESE DAYS.”
[Ask how to get to lighthouse]
“WHAT?! YOU WANT TO GO THERE TOO? FORGET IT, WE BLOCKED THAT ROUTE OFF SO YOU'LL HAVE TO CHOOSE BETWEEN THE THREE OF US INSTEAD.”
The player will find some houses on the left side of the island. Two of the homes have notes reading “The locks on our island only have an effect on the other islands. How do we escape to the Lighthouse now?” and “Bludscar's betrayal cuts deep. He will receive no more offerings. All hail the Lighthouse.” Near the house the player will find a structure reading “KEYS TO CRAB ISLAND” with five black crabs underneath it. They should activate the crabs from left to right in the order, “1,2,3,5” by holding “E”. Across from the keys to Crab Island, the player will find a structure reading “KEYS TO OCTOPUS ISLAND". They should click the octopus in the same order, from left to right in “1,2,3,5”. Once finished the player should head back to the dock and jump on the boat leading to with an Octopus next to it, indicating it leads to Octopus Island.
The player will find a large tree with an octopus clinging to it; the octopus is protected by a large stone wall around it. The player is able to speak with the Octopus:
“Octogar: OOh! Someone's come to visit? Wow, I didn't think- Umm... Hi, I'm an octopus, but, umm, you probably already knew that. Anyway, life is great here! Way better than over at the lighthouse. Probably…”
[Ask how to get to lighthouse]
“Oh, you want to- well... you can't! Umm... we blocked the way since people kept leaving us. Please don't leave.”
The player should then leave the Octopus and enter the town. Inside some of the homes are notes reading “Octogar refuses to speak to us after his betrayal. The Lighthouse is our master now. And “It seems that having the islands work together is the only way to reach the Lighthouse.” The player will find a structure labeled “KEYS TO SHARK ISLAND” with seven small, blue shark fins underneath it. The player should trigger “1st, 3rd, 4th, 5th, 6th, and 7th” shark fins. Across from it at the right side of town, the player should activate the last “1st, 2nd, 4th, 5th, and 6th” crabs at “KEYS TO CRAB ISLAND”.
The player must then head back to the dock and jump on the boat to Crab Island. The order of button activations does not matter. The player should climb the volcano the crab sits on. If the keys were activated correctly the player should see stone steps that they could jump on around the structure on the volcano. At the top of the obby, the player will find a small, red button they could press by using “E” . The player should head to the dock and enter the boat that’d take them to Shark Island. The player should jump on the obby getting them across the moat. The player should then climb up the structure using the newly-spawned stone planks. They should press the red button on top and head back to the docks. Finally, the player should enter the boat that leads them to Octopus Island. The player should head to the tree with the Octopus and climb the stone planks and activate the final red button by pressing “E”. Once all buttons are activated, the gate will have every God’s symbol glowing red and the player may jump in the front boat, taking them to a new area where the Lighthouse can be found. The player will be taken to an island with a giant, blue lighthouse. Captain Nemo’s ship will be found already there, it seems as if he and his crew have already entered the Lighthouse. A message will show on the player screen, “A great evil lies ahead. Do you wish to go alone?” Clicking yes will teleport the player to “Feeding Time”.
Here, the player will find that the Lighthouse was an enemy and has already devoured Captain Nemo. His last words are “RUN FOR IT LADDIE! IT BE AN AMBUSH! AAAAAAAAAAAAAAAAAAAA” The player then must fight “The Lure”. The Lure runs back and forth between two islands and can shoot balls that take damage and can leave a red, glowing wall that hurts the player. They can also disperse a blue wall that damages the player if they’re too close. It is best to attack once they have fallen down.
The player is teleported to “Hydrown’s Gift” after beating the boss. They spawn in a white room, they will later see a storage room full of fish and fish-people. The player will then see June Bellowin; she will say “I didn't think this would happen. At worst I thought that the lighthouse would have just led them into a trap. Well... I suppose in a way it did. I didn't expect the lighthouse to be the trap itself. They never stood a chance.” The player can continue upstairs, and they will find a pile of fishermen bodies, on top of it will be the gift. Touching the gift will give the player a message, “Gift of Guidance Acquired” and they will receive the badge “Tide”. The player will then be teleported to “Searching…”
The player will see a forest cutscene with a large, red gem in front of them. They will be unable to move. A dialogue will begin to play:
“Despite seeking out the corruption from the four worlds, the search for the source was futile.
Gifts granted without ill-intent, twisted into world-ending abominations.
Why are the gifts tainted with such malice?
Why is the Wandering Informant so interested in observing the chaos?
Who is June Bellowin, and what does she mean by "Herald to the Traveling God"?
Only one method to answer these questions...
Reach the Traveling God themself.
End of ACT 1”
The player is then teleported back to “Traveler’s Sanctuary”. The player will have achieved a new weapon called “Wave Breakers”. The information reads:
“Weapon Art: Consumption"
“The lighthouse of Hydrown was never sentient, as it was intended to be a signal to the people who lived under their rulers that there was another option in rebellion. Many would consider it a blessing, as it led to many finding other gods to worship that cared more for them than the glorified fools that ruled the three islands. The island it sat on contained no treasure, gods, or anything else the rumors stated except for one thing: Potential.”
“Weapon Art: Consumption”
“Tap into the insatiable hunger of The Lure and heal from the damage you deal.”
The player can walk past the Plectrum teleport and climb up the small hill directly across from it. The player will find a bench, a throne for a potential gift, and a blue portal. Pressing E and entering it will show the message “Do you wish to enter the portal?” Pressing yes will teleport the player to “The Home of the Herald”.
Training Mode[]
To the right of spawn, the player can walk around the water. They will find a door with the title “Training Mode”. The player can click “E” to examine the door and will be given a message “Do you wish to practice with your weapons?” If the player clicks yes they will be teleported to the “Weapon Training Zone” . The player will spawn with the weapons they have earned from obtaining the Gifts in front of some crates they can sit on. They will see a sign with a blue eye as a logo. The paper has the name “Flawed Inc.” on it, it lists the cost of training there along with buying a VIP package. Here, the player can train by damaging dummies with their weapons. The player can also go to a station where they can decrease or increase the speed and damage of a sphere. This is so the player can practice avoiding health-taking orbs shot by bosses. Reentering the portal will take the player back to the Traveler's Sanctuary.
Esmay's Dream[]
At the top of the mountain in the middle of the map, the player can find some sort of satellite dish facing a red, glowing diamond in the sky along with a flag with the Traveler’s Sanctuary symbol on it. After the player has completed a world and at least obtained one gift, they will be able to enter Esmay’s dream, accessible by interacting with her in the cave of the Sanctuary. A message will appear, reading: “Do you wish to view Esmay’s dream?”. If the “Yes” option is chosen, the player will be teleported to a place called “Drifting.”. Here, the dialogs won’t load immediately, as the player can choose when to begin it.
Once started, the dialog (colored in green for the Informant, in red for the other person) reads: The Informant:
“You’ve gone mad. No amount of suffering you curse upon those innocents can ever be justified!
I considered you a friend, a ray of greatness amongst a cruel and unforgiving universe! Yet you perform such horrific acts which would sicken even the most sadistic abominations!
I may be weak, however all great pillars must eventually fall. One shall rise up against you and PUT YOU DOWN!”
???: “To rise up against me is futile, for I am power incarnate. You should know this by now.”
[player can hear mechanic sound in the background]
“I will not allow you to remain a threat to my goal, and thus you shall be dealt with.”
S: “Wait...what are you doing? Something is dragging me back!?”
???: “I cannot have you...interrupting my charity now. The maw of the void will slowly disintegrate you back into nothingness, be grateful that I am kind enough to make the process painless.”
S: “I can’t hold my ground any longer!”
[The grip of my hands wore out, as I was mercilessly dragged inside a pit of my undoing. Light, such an abundant resource many would take for granted, grew dimmer till it was no longer visible.]
[They have power beyond what I was ever able to achieve, and I was left helpless as my form was slowly chipping away to nothingness.]
[I cannot even witness my gradual erasure, as the infinite darkness renders me blind. Nobody knows that I am here, and the strings from my puppet master were cut as he had long since abandoned me.]
[His reign will forever rule, and all I can do...is drift.]
After the dialog, a cutscene will start, where the player can see the Informant drifting away in the void. A few seconds later, Esmay will appear and save him. The Informant will then wake up in a bed, in a small house, which seems to be in the middle of nowhere. Another dialog will start:
[I-I am alive, but how? None who enter that foul domain ever leave…]
[This place, I’ve never seen it before in my travels, but it feels like home to me somehow.]
[The last thing I remember was a figure shrouded in a divine lilac. It was so surreal, yet I know this to be true due to still having the capacity to remember in the first place.]
[Wait, someone else is here with me. I never expected to see such a small yet...caring face.]
[She does not speak, yet I can hear her words oh so clearly. Her form seems to shift, and from what I can “hear” she knew I was drowning in the void.]
“Alright Es-may? You have my gratitude, however I am still stuck with a MAJOR problem on my hands. They are still out there, and they are not going to use that power for the well being of others.
...I am surprised you know of them; however, I presume with that power you are around the same caliber as them. However from what you have informed me, even you lack the strength to take them down alone.
Well, I have my mission then: Find someone who has the potential to end the reign of destruction they are causing. I can handle this from here.
Oh? You want to come with? Perhaps having some backup would be beneficial, and the road ahead is lonesome. A friend would be very appreciated, I am indebted to you Esmay.
No time to lose, our search begins now! They will not get away with this unjudged, and I will not rest until they face retribution.”
At the end of this dialog, the screen will fade to black and the player will be teleported back to the Sanctuary.
Abstrusia's Outskirts[]
Click "Show More" to view information about Abstrusia's Outskirts.
Once the First Arc is completed, the player will be able to complete a side quest accessible through a portal located in Abstrusia. They will be teleported to Abstrusia's Outskirts, where they will find a shed covered with the black substance seen earlier. Inside is a logbook recounting the events and parts of the life of its former resident, who has been attacked and corrupted by the darkness:
(Page 1)
“I just returned from the town square, those klowns sure do know how to throw a party. They apparently were celebrating about some gift they received. I was not exactly sure, the klowns are not exactly known for their straightforwardness. Their assistance with my personal project has been ever fruitful, apparently my inventions that I provide for them are considered “Art” and they regarded their kindness as a method of “Repaying my good deeds.
(Page 2)
My personal project has been progressing smoothly, as my mind wanders from the amount of time that I have spent here in Abstrusia. Oftentimes, I foolishly wonder if my sister had forgotten me after so long. However, such childish worries remain very ridiculous, as she seems to immediately respond to my inquiries.
(Page 3)
There have been some strange readings from Abstrusia lately, the usual chaos of the world has been overridden by a new dominant energy. This abnormality piques my interest, perhaps it may assist in my future studies.
(Page 4)
It has been several weeks since my sister’s departure and the energy seems to be dormant. Perhaps its mission had been completed and thus remains as a husk. A new klown had came into the town square, he seems much more...dull than the others. The residents immediately became hostile towards them, quite odd considering how welcoming they were to me back when I was first settling down here.
(Page 5)
My sister came around the other day, quite anxious about my safety. She had warned me about a premonition she experienced, about how Abstrusia was cursed to be consumed by this abnormality. She discussed how the environment to her was especially chaotic, however being a resident of the area, I could consider it just a temporary flux. Her words still wander in my mind, as the energy seems to be growing…
(Page 6)
The abnormality moved. It’s only been A SINGLE DAY. The pile of energy that I was ever so confident in believing that it had perished had grown over 500 stories in a 24-HOUR PERIOD. Whatever it may be, I need to be extremely wary of its next possible action.”
(Page 7)
From my calculations I only have a mere couple hours before whatever that substance is reaches me, I had the foresight into extracting a sample of it. Perhaps my inventions could be an influential factor in eliminating this “Corruption”.
(Page 8)
I think the abnormality is sentient. Despite signs of it expanding, it refuses to go near the town square. Perhaps that core guarding it is dissuading it from doing so. Yet I can easily see how its prioritizing ME, most likely because I am not from this world thus the Core would not care for me.
(Page 9)
I have made a grave error, with my rush to figure out a counter for this abnormality it had managed to get on me. I have no idea exactly what this substance is capable of, and I can only hope that it is not advanced enough to affect me with just mere contact. I cannot stop here, the rest of it is approaching shortly.
(Page 10)
Nononononononono. It IS capable of MUCH MORE than I could imagine. 5 minutes after exposure lead to an adverse reaction with my skin, leaving it blistered and burning. I can feel my joints tensing up, with movement only increasing the pain. Even my skull has a sensation of something trying to burst out, but I can’t let it win. I must find a way to DESTROY IT.
(Page 11)
THE PAIN IS EVERYWHERE, MY SKIN IS OIL. THE RING WHICH PROTECTS ME HAD BURIED ITSELF DEEP IN MY SKULL. I HEAR W(H)ISPERS OF SOME “GREATER BEING . THEY DROWN OUT MY SCREAMS. I CAN FEEL MY LIMBS STRETCHING AS IF THEY WERE RUBBER, YET MY NERVES SCREAM FOR MERCY. SOMEONE. ANYONE PLEASE JUST
(Page 12, written in scrambled writing)
GET IT OUT GET IT OUT GET IT OUT GET IT OUT GET IT OUT”
The player will then find an entrance to a basement, which turns out to be a teleporter to a boss fight. The player, as usual, can either choose to fight alone, or in a party.
Once in, they will face an entity called Mr. Scribbles, and other robots that will hinder them all along the fight. After defeating him, the player will be able to go through a door that will teleport them to the next place, where they will spawn in a circular room with colored pedestals. After walking a bit, they will find a kind of control room in which more logs under the name of “Plan progress” are found:
(Page 1)
“The Klowns have been a great help with gathering materials for this momentous occasion. Their connections with suppliers outside of my reach allow me a wider variety to select from, I have grown fond with one particular company: Flawed Incorporated.
Their selection seems to be custom made for my goals, and their pricing is quite reasonable for the quality.
(Page 2)
Through some intense thinking, I have finally figured out what to do for this special occasion. I am still planning out the specifics, but I do have some schematics drawn out for the design. With some leftover materials from previous projects, I am sure to make this gift quite special.
Otherwise, I have managed to spruce up some old chairs with some quality-of-life features like temperature and adjustment knobs for sitting comfort.
(Page 3)
That drifter managed to contact me the other day, and he provided me with the most special of materials: An immaculate gem, which he states would allow my gift to be able to protect my dear sister. All I would need to do is apply this stone into it, no matter the state you need to put it in. Like a fool, I had never considered the concept of self-defense for this particular project, as my sister has been able to perform feats which even the most powerful of villains would flee in fear from.
I should thank them one day, because this new opportunity will only skyrocket the quality of my creation.
(Page 4)
Unfortunately, due to time constraints I had only managed to make a prototype defense system for my gift. Her physical size would prove to be quite a challenge for designing this particular feature, however with time it could have been perfected.
Perhaps in the future I could have my sister bring her back to me for an upgrade, as currently the “power” granted by the drifter’s contribution seems to be nonexistent.
I have recorded my creation’s combat capabilities, and she could barely put a dent into a piece of wood, much less a threat from beyond the stars.
(Page 5)
My creation is (mostly) finished, as I need to prepare for the actual party. Personally, I find the current version to be very cute, which I am sure my sister would appreciate dearly. Her fighting prowess is near non-existent; however, I did manage to make her body incorporeal so she would not be in any real danger while in combat and upgrades are always an option.
I did receive an invitation from the klowns at the town square, as they are throwing a party and wish for me to join them. I had been hard at work over the past few weeks, why not enjoy myself for a bit before returning to the party planning?”
Behind the terminal are shelves with colorful potions, the player has to take them in order to place them on their respective pedestals. After placing the potions correctly, a key card will appear in the control room, enabling the player to access the room where the party for Esmay was supposed to take place. At the back, they will find a memory of Yames alongside the gift he was going to give to his sister.
The player will be able to open the present and obtain the Parva Amicus. A text will appear, reading:
“You have inherited the Parva Amicus!
Yame’s gift was never received by their recipient, however she will be your best-est friend!”
The player will then be teleported back to the Sanctuary.
Scavenger Hunt[]
When going to Abstrusia and entering the purple house in the Klown town, the player will find a Flawed Artist, who will give them a quiz:
“Oh~? Hello there~ You must be that oh-so special “Hero” I hear about from some of the others hmm~?
[Ask what she wants]
Well, I was told by the Primes to give you a quiz, that is...if you’re up for it~?
[Tell her that you are ready]
Alright, I must let you know that each answer has only one word. Get ready now~
[Take the test]”
Then the player will have to answer the questions properly. After doing so, they will be teleported to another place and able to finish the small side quest, where a reward will be granted to them. In order to find the answers to the questions of the quiz, the player has to talk with the other Flawed Artists, found in the four locations hidden throughout the places of Traveler’s Sanctuary.
As the “Scavenger Hunt” has been released recently, the locations of the “Fluff Lore” spots and the answers to the quiz won’t be given yet.
There is much more to find throughout the game that is not listed here due to secrecy.
History[]
Traveler’s Sanctuary was created by Traveler’s Sanctuary, a group owned by Corlonisk, on 11/3/2020, and was last updated on 7/16/2021. Soon after its creation, it gained lots of popularity due to it being a part of the sequel to the Mental Assistance Department. On March 6th, 2021, Abstrusia was released as a continuation to the game. Umbra was then released almost a month later. On the 1st April, an event lasting 24 hours took place, in which the player could get some reward after completing it. A few smaller changes happened throughout time, including the addition of The Flawed Artist.
On 6/4/2021, the YouTuber Stalzie started a series investigating Traveler’s Sanctuary, and it continued for a few months after the first video’s release. On 10/10/2021, an automated seasonal change system was implemented, allowing the automatic addition/removal of small events such as April Fools and other holiday decorations. On 10/17/2021, an update introduced a “scavenger hunt”, which can be considered as a small side quest rewarding whoever completes it a special ability. In October, an update brought changes in the texts regarding the game' s weapon information.
Act 2 of Traveler’s Sanctuary was a highly anticipated update to the game that was released in late October. It was published after the MADsquerade event that was attended by many in the community.
Trivia[]
- There’s a secret message hidden in every world; each having a different and original way to be deciphered.
- If the player tries to access the old Sanctuary, they will be teleported back to the current one.
- The Radiant will know if the player is a Degenerate; meaning the player worships “False gods” (Youtubers).
- If the player is a Terrible dresser; meaning he makes fun of the player’s fashion taste and calls them dumb, claiming they’ll die.
- Players that are Hunters; meaning despite having the title “Hunter” they’re just prey to him.
- Almost every boat in Hydrown is labeled with its own ship name.
- The April Fools event comes back every year, on the 1st April.
Theories[]
- The Mental Assistance Department takes place in one of the worlds that Corlonisk gave a gift to, and he is the reason for the Mind Walkers.
- There are many documents about the Mind Walkers and Nephilim from The Drifting Informant.
- In Ruina Eius de Nephilim, Castaway, and Jalcrl Nwm all have information related to the Mind Walkers being gifted something by some sort of traveling god.
- What people think of the travelling god affects his personality and actions.
- This is why the order of gifts stresses that his gifts are good and should be seen as such by everyone, in order to protect them.
- However, at some unknown point, too much negativity spread over him and this led to the gifts being corrupted.
Gallery[]
References[]
Stalzie’s Video Investigating Traveler’s Sanctuary (Plectrum)
Stalzie’s Video Investigating Traveler’s Sanctuary (Abstrusia)
Stalzie’s Video Investigating Traveler’s Sanctuary (Umbra)