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- The Adventures of Elliot: all of Faie's powers and the 10 Mana Altars and Crypts
The Adventures of Elliot: all of Faie's powers and the 10 Mana Altars and Crypts
In brief
The Adventures of Elliot offers five Fae powers to unlock in as many Mana Altars, then to upgrade in five Crypts spread across four different eras. This guide details each power, their exact locations, and the optimal route to minimize back-and-forth trips through the Time Gate, while also revealing what you risk missing if you overlook them.
In The Adventures of Elliot: The Millennium Tales, Faie's five powers decide what you can reach on the map. Each one is obtained in a Mana Altar, then upgraded in a Mana Crypt located elsewhere, and almost always in a different era. Ten buildings in total, ten small trials, and only one of them actually lies on the path of the main story.
The rest is optional, and that's precisely the trap: nothing points you to the orb, the barrier, or the chest you're leaving behind because you're missing the Vortex or Teleportation. Here are the ten locations, what each upgrade actually changes in the game, and the route that limits back-and-forth trips through the Time Gate.
Version note: update 1.1.0, rolled out on July 10, 2026 on PS5, Xbox Series, Switch 2, and PC, mainly added the option to mute support characters' voices. It doesn't affect the powers or the locations described here: everything below remains valid as of August 10, 2026.
What each Faie power does
The game retains five short names, found both in the menu and in achievement titles. Their practical use:
- Blaze: Faie turns into flame. She lights braziers and torches, illuminates dark rooms, and burns any enemies she passes through.
- Gust: Elliot's movement speed goes up a notch. It's the most "quality of life" power of the bunch, and the one whose time savings over a full playthrough tend to be underestimated.
- Teleport: Elliot instantly joins Faie's position. It's the key to nooks separated by a gap and passages only the fairy can slip through.
- Vortex: Faie becomes a tornado and sucks up enemies, orbs, and loose objects. In dungeons, it's the tool that brings orbs to their receptacle; in combat, it's a free enemy grouping.
- Mimicry: Faie takes on Elliot's appearance and mirrors his actions, both movement and weapon combos. Two switches pressed at once on one side, doubled damage on the other.
Faie is steered with the right stick, with the directional pad used for quick commands. The active power, meanwhile, occupies the left shoulder button on the interface, right next to the two weapon slots: it's the small blue circle permanently displayed on the left edge of the screen.

The five Mana Altars: where to unlock the powers
A Mana Altar appears as a small, isolated building on the world map. Inside, a short initiation course with no real difficulty, then the power. None of them can be permanently missed: the Time Gate will always let you return to the relevant era.
| Power | Age | Map | Landmark |
|---|---|---|---|
| Blaze | Age of Renewal | Vast Plateau | Next to the save point, right after exiting the Southern Caves on the marsh side |
| Gust | Age of the Aegis | Westrea | Northeast of the Rainbow Lotus |
| Teleportation | Age of Renewal | Fanoncques | Northeast of the area's save point |
| Vortex | Age of Magic | Grenatran | Southwest, in the volcanic sector |
| Mimicry | Age of Awakening | Blanchecombe | Northeast, near the save point that precedes the Dragon Pillar |
Two useful nuances. Blaze is the only one that the main progression hands you automatically: the other four are optional detours. And the Vortex altar has to be earned, since you first need to open Grenatran's volcanic sector with the Western Caves Key (English wording Western Caves Key, not confirmed on the French side).
The five Mana Crypts: where to upgrade the powers
Same principle for the crypts, with one nuance: the trial inside is themed around the power it upgrades, and the entrance itself already acts as a filter. In other words, you need to already have the power before you can hope to strengthen it.
| Upgraded power | Age | Map | How to get in |
|---|---|---|---|
| Blaze | Age of Renewal | Westrea | Due west from the Rainbow Lotus; have Faie light the nearby brazier to open the door |
| Gust | Age of Awakening | Westrea | On a cliff to the north; switch, then race with Gust before the gate closes |
| Teleportation | Age of Renewal | Blanchecombe | North of the region; ladder, then a Teleportation jump to cross the gap |
| Vortex | Age of the Aegis | Central islet, on the Aquatic Ruins side (Western Hucarea) | Suck up the submerged ball and place it on its platform |
| Mimicry | Age of Magic | Fanoncques | Northeast cliff; bombs to clear the rocks, a ladder, then two buttons pressed using Mimicry |
What the five trials reward you with:
- Blaze: a whirlwind of flames is released the moment the effect ends.
- Gust: enemies hit during the dash take damage.
- Teleportation: Elliot becomes invisible each time it's used.
- Vortex: a shockwave stuns enemies caught in the pull.
- Mimicry: the glowing link connecting Elliot to his copy damages whatever it touches, and Faie's damage output in this form increases.
On paper, these bonuses look minor; on Hard and Very Hard, they're not. Upgraded Mimicry turns the fairy into a permanent second damage source and makes the link a mobile wall, upgraded Vortex turns a botched combo into an entire group stunned, and upgraded Gust clears out small enemies without even drawing a weapon. Teleportation's invisibility, meanwhile, plays out as a repositioning tool: you escape an encirclement, and pop back out behind the boss.

The route that avoids backtracking
The ten buildings are scattered across four eras, but often on the same maps: Ouestrée alone hosts three of them, across three different ages. Following the natural order of the adventure — Aegis, Renewal, Magic, Awakening —, the most efficient route looks like this:
- Age of the Aegis: as soon as Ouestrée is accessible, grab the Gust altar northeast of the Rainbow Lotus. You'll move through the rest of the game faster.
- Age of Renewal: the story hands you Blaze at the Vast Plateau. Follow up with the Teleportation altar at Fanoncques, then clear both crypts of the same era: Blaze at Ouestrée and Teleportation north of Blanchecombe.
- Age of Magic: Vortex altar at Grenatran, once the volcanic sector is open. Keep the Mimicry crypt at Fanoncques in mind, you'll be coming back for it.
- Age of Awakening: Mimicry altar northeast of Blanchecombe, then the Gust crypt on Ouestrée's northern cliff.
- Two backtracks, no more: the Vortex crypt in the Age of the Aegis and the Mimicry crypt in the Age of Magic. Do them back to back once you've got all five powers in hand.
What the powers unlock elsewhere
The altars aren't just there for checking boxes. Each power opens up a category of content that stayed invisible until then:
- Mimicry: this is what gives access to the game's most powerful boomerang, the Death Spiral, on the first basement level of the Dragon's Pillar, in the Age of Awakening. Without the copy to press the second switch, the chest stays out of reach.
- Vortex: every orb puzzle in the late-game dungeons depends on it, and it's also the only way to retrieve an item that's fallen into water or behind an obstacle.
- Teleportation: it turns areas where only Faie could pass into shortcuts, and makes isolated platforms accessible, which often hold a chest.
- Blaze: beyond the braziers, it makes pitch-dark rooms playable, starting with the inside of its own crypt.
- Gust: several timed doors only open for an Elliot running at full speed.
Faie's mini-games and achievements
A detail many players miss: each power unlocks its own mini-game, accessible directly from the menu. Finishing them all is enough to earn Training Paid Off!, with no score requirement. It's also the best place to gauge the exact range of the Vortex or the timing of the Mimicry before using them against a boss.
On the achievements side, three fall into place naturally: Wisdom Received for unlocking all five powers, The Most Talented Fairy in the World for all five upgrades, and A Brave Little Fairy for finishing off thirty enemies with Faie's attacks, which comes on its own as you play.
The priority if you only have one evening
Grab Gust, then its crypt as soon as the Age of Awakening opens up: the movement comfort and the running damage benefit absolutely everything else in the game, fragment farming included. Mimicry and its crypt come next, because they change the very nature of combat. Vortex and Teleportation can easily be picked up later, once returning through the Time Gate costs nothing anymore.
One caveat to close: the region housing the Vortex crypt doesn't appear under any verifiable French name in open sources, hence the English label Western Hucarea kept in the table. Spot it by its Aquatic Ruins and its central islet, you can't miss it.
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Faced with so much hidden content, how do you approach The Adventures of Elliot?
Frequently asked questions
Can I permanently miss one of the five powers?
Which power should I unlock first?
Are the Crypt upgrades worth it on Normal difficulty?
How many times will I need to use the Time Gate to collect everything?
I'm stuck on a chest or puzzle. How do I know which power I'm missing?
Key takeaways
- The five Fae powers — Blaze, Gust, Teleport, Vortex, Mimicry — can only be unlocked by finding their respective Altars, with only Blaze being given automatically through the storyline.
- Each Mana Crypt upgrades its power with a concrete bonus: extra damage, invisibility, shockwave, damaging link, or enemy slowdown.
- Mimicry, Vortex, Teleport, and Blaze unlock hidden content: weapons, inaccessible chests, shortcuts, dark rooms, and orb puzzles.
- Following the order Aegis → Renewal → Magic → Awakening limits your return trips to just two passages through the Time Gate.
- On Hard and Very Hard, upgrades stop being cosmetic: they turn your powers into genuine strategic combat tools against bosses.
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