Eagle Island

Eagle Island

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Ancient Coin Guide
By Gibom
A guide to all the Ancient Coins in the game, including their locations and instructions on how to clear their rooms. Also includes a video showing all of them on the Official Seed.
   
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How to use this guide
This guide is divided into two parts, the first one having some general information about the guide (this segment) and tips on finding the Ancient Coin rooms, while the second part is about each stage itself. Each stage segment in the second part is also split into two parts, one for the general location of the room and one for the instructions on how to open the Ancient Coin chest.

You can skip to any segment by clicking it's name in the right sidebar.
Official Seed Video
I made a video alongside this guide which shows all the Ancient Coins on the Official Seed.
If you're using the Official Seed, you can simply watch this video and skip this guide.
Otherwise, this video can still help to explain some coins, as some instructions are hard to explain in text but easily understandable visually. Just note that if you're struggling to find a Ancient Coin room, the video won't help you much, as the location of the rooms heavily changes depending on your seed, but there are still some general factors which are explained in this guide instead of the video.


Finding Ancient Coin rooms easily
In most stages, the Ancient Coin is always between 2 specific waypoints. This gives it a lot less possible spots, but often enough you’ll simply walk past it if you aren’t exploring all rooms between these 2 waypoints. Luckily though, there’s an item that can make this task a lot easier:

The compass. It’s a runestone always sold by the Toucan Trader for 8 silver coins, unless you already have one. It marks waypoints and all types of chests on the map as shown below.

Since the Ancient Coin Chest is shown on there, you can simply always take the rooms that seem to lead to it. You’ll sometimes run into a dead end, but often enough you’ll get to the right room very quickly.

Spotting fake walls using the compass
There are a few fake walls in the game. These look like any normal wall, but can simply be walked through. Because of this, it’s very easy to miss them.

Every stage has at least one fake wall, leading to a secret room containing Kickstarter gravestones and multiple chests. Some Ancient Coins also require you to find a fake wall.

Aside from showing chests, the new compass has 2 more uses: Showing the terrain of rooms on the minimap and nearby monsters. The former can make finding these rooms a little easier.

For example, here’s a screenshot of a pretty normal looking room. However, if you look at the minimap in the top right, you’ll see that there appears to be a path (see the arrow in the enlargened minimap), however in the stage, there’s just a wall on the left side of the room. This means that this wall isn’t an actual wall and you can simply walk through it. Despite another room being behind that fake wall, there isn’t a small circle with a question mark as in other unentered rooms.

Using this technique, you can find any fake walls simply by looking at the minimap of each room. This can take some time, but if you’re only looking to get all Ancient Coins, you won’t need to check many rooms over the course of the game.

-----The Stages-----
This starts the second part of the guide, which talks about each stage individually. Stages are sorted by their appearance in the stage log in-game, with the necessary first versions coming first.

Greenwood Glade
Location: Tends to be between the first and second waypoint, otherwise no special patterns.
Ancient Coin Room: Pretty easy, simply kill all enemies in the room to unlock the chest.

Gemshine Mines
Location: Commonly between the last and second last waypoint, but often also at other places.
Ancient Coin Room: There are multiple burning rings going up and down. Sometimes, they move in a way that only allows to move from the opposite side of the room to the entrance, other times they instantly move in a way that allows you to walk through the room. At the beginning and the end of these ring chains are special, not burning rings, which allow to change the way the rings move, allowing to reach the end of the room with the chest.
Between the burning rings are sometimes red rings that don’t move. Hit all of these rings with Koji to open the chest.
(This is a pretty bad explanation, I’d recommend watching the video to see how it works exactly.)

Smuggleway Bay
Location: Smuggleway Bay only has 2 waypoints, the Ancient Coin likely is between them.
Ancient Coin Room: This room features the blue crystals that likely appeared in the stage before. When you hit them with Koji, they will turn yellow and a ticking sound will be heard. From there on, you need to hit another crystal within 3 seconds, then another crystal within 3 seconds etc… If you aren’t fast enough, all crystals will return to their blue state. The chest opens after you turn all crystals yellow.

Woodberry Warren
Location: The Ancient Coin tends to be between the 3rd and 4th waypoint you activate.
Ancient Coin Room: The room has multiple Burrophs. The chest opens after you killed all.
Burrophs are snake-like creatures that come out of the room’s ground. They can only be killed by hitting the green part at their tail, however if they’re hit at another part, they will escape into the ground. They’ll go in there with their head first, allowing you to hit easily their tail fairly easily.
The Ancient Coin room in Woodberry Warren has many of these and it’s easy to get overwhelmed by them. There are some strategies that can help you a lot though:

1. Use Zephera’s Feather and aim for the Burroph’s tail. It can pierce through the rest of it’s body and hit the tail before it escapes. Zephera’s Feather can also be used to hit multiple Burrophs at once.
2. Standing in a corner (see the image below as an example) often makes you able to hit all enemies simply by spamming Koji forwards and forwards+upwards.

3. Generally, runestones that increase Koji’s speed also help a lot.

Aside from that, you can buy some extra heart runestones to tank more hits. The shape of the room can also make a big difference, so simply getting there often can also lead to success.

Sanctuary Swamp
Location: This room is very consistent. Its entrance is nearly always in the same room as the entrance to the first waypoint’s room or at least very close to it.
Ancient Coin Room: This room consists of 4 rapidly moving rings that need to be hit in with Zephera’s feather in one throw. Every once and then, the rings will align on the top or bottom of the screen in a line that allows you to easily hit them.
My personal strategy for this room is to wait for the rings to align and then count how many times the ring closest to you hits the top or bottom of the screen, until they align again. From there on, you can repeat this process and count up to the number you just got, which is when the rings align again. Since this explanation might be hard to understand, you can watch the video to see my strategy visually.
Also, if you run out of Manaroc, you can hit this box with Koji to get some:


Pinnacle Peak
Location: This one tends to be very inconsistent, I’d recommend using the compass for it.
Ancient Coin Room: This room is probably my least favorite one by a large amount. It has multiple burning rings flying around. They don’t have any consistent movement patterns, meaning that there aren’t any safe spots in the room aside from the entrance. Between these are red, not burning rings. You need to hit all of these with regular Koji to unlock the chest.

Avoiding all the burning rings and reaching the chest without taking damage is nearly impossible. However, you can freeze them with Icora’s Feather for a minute. If you got the maximal amount of manaroc, you’ll be able to freeze most of them for long enough.

When Icora’s Feather flies close to a ring, but doesn’t hit it completely, that ring gets frozen as well, but only for 5 seconds. This can also happen to the non-burning rings, which makes them unable to be hit. Generally, this short freeze is more disturbing than helpful and you should watch out which rings get it.

3 more things about this room to note:
1. Quill can’t take damage while opening the chest and is still invulnerable for a short period of time afterwards.
2. The generated terrain can make the room a lot easier or harder.
3. Buy all extra heart runestones at the waypoints before the Ancient Coin room. It’s still easy to take damage even with using Icora’s feather.

Tomb of the Raven
Location: This room is usually shortly before the third waypoint, however, it’s entrance is hidden behind a fake wall. Look into the "Spotting fake walls using the compass" section of this guide for some tips to find it.

Between the hidden entrance and the room containing the chest is another room with simple enemies. These sometimes need to be killed.
Ancient Coin Room: This room has multiple Potams that fire energy spheres that can bounce of the ground. When hit, they turn red, become faster, and spawn three spheres instead of two. As such, it’s better to kill them quickly.
If there are multiple Potams on the ceiling, Zephera’s feather can hit multiple at once (see the image below for an example of such a formation)

Similarly, Magira’s feather can hit multiple Potams that are closely together, but not on the same height, like this:

After you killed all of the Potams, multiple of the Ozzard Ghosts will appear. These don’t really pose a threat as long as you’re behind a wall and spam Koji forwards. Just don’t be like me and forget about them every time…

Falcon’s Furnace
Location: Shortly before the third waypoint is a breakable wall in one of the rooms. This wall is usually on the side opposite to the entrance. It looks slightly different compared to normal walls, but can still be easily missed. Some examples of these walls:

After this walls are a couple rooms which just contain normal enemies. These don’t have to be killed, unless there’s an Lost or Molesplosion in the room, in which case all enemies need to be killed.

Using the compass unfortunately isn’t very helpful for this room, as the breakable wall isn’t shown on the map and due to the many rooms between the wall and the chest room, the chest room is marked pretty far away from the wall on the map. As such, simply looking at all walls closely is a good idea. Because this breakable wall tends to be very close to the third waypoint, often even in the room before it, there aren't too many walls that you'll have to inspect.

Ancient Coin Room: This room has multiple rings that rotate and move away from each other, the same type that also appear in the second Armaura fight. They have to be hit with a single Magira’s feather shot at once. To do this, Koji has to fly through the open part of the formation and hit one of the rings while they all are close together.
This might sound difficult, but can usually be done within a couple shots once you know when to throw Koji. If you happen to run out of manaroc, there’s luckily this small box on the side:

Hitting it with Koji will drop manaroc. This also still works after you’ve opened the chest, so you can leave the area with full manaroc.

Hollow Hestia
Location: This room is very close to the boss room, often having it’s entrance in the same room as the boss room’s entrance. It has a enemy kill lock, however the requirement for this lock isn’t much than the requirement for the boss room. After that lock are a couple rooms with normal enemies.

Ancient Coin Room: This room is fairly wide and has many enemies, all of which need to be killed in order to unlock the chest. Note that the entrance door is locked until all are killed and you might be attacked instantly after entering.
This room also has toxic spores which will add a yellow-green-ish moving filter on the screen. This can make it fairly hard to see. Luckily though, the Toucan Trader always sells the ‘’Antispore’’ runestone at each Hollow Hestia waypoint for 8 silver coins, which disables this effect.

Fireside Forest
Location: This one is after the first (and only) waypoint. As there aren’t many rooms past it, finding it shouldn’t be hard. However, the door has a enemy kill lock. Getting enough kills to open this lock requires you to kill almost every enemy in the stage, which can be difficult in the fire section, although you can often wait at the exit of every room for the fire to kill the remaining enemies (Gladelys will likely survive the fire though).

After that door are some more rooms with normal enemies and sometimes a couple Losts.

Ancient Coin Room: This one simply has some enemies that need to be killed.

Fun Fact: The door that now requires enemy kills used to require you to reach it in a specific time or it wouldn’t open. This was changed in the Summer Solstice Update.

Ruthless Rails
Location: On each of the 4 railways is one of these special, golden Cavelys:

When killed, they drop a key that automatically gets picked up by Koji. Note that if you miss one of them, there’s no way to get that key other than restarting the stage (technically, you can also still get it with some tight jumps, but restarting is your better bet).

Shortly before the boss room is a series of locks that require the 4 keys to open, with the last lock leading to the Ancient Coin’s Room.

Ancient Coin Room: This room has a ton of the blue crystals from Smuggleway Bay. When hit, they turn yellow and if no new crystals have been hit within 3 seconds, all turn blue again. You need to turn all yellow at once to open the chest.

Between the crystals are some burning rings. While these may look like a big obstacle at first, hitting them with Icora’s feather makes them frozen for a minute, allowing you to safely pass through them for long enough.

High Tide Trouble
Location: This one is shortly before the first waypoint. It has a enemy kill lock, requiring a quite high amount of kills. If you didn’t get enough kills from the underwater section, you can kill some of the enemies after the waypoint until you have enough. After the lock are a couple rooms with normal enemies leading downwards to the Ancient Coin room.

Ancient Coin Room: This room is underwater and has many Red Urchidnas that need to be killed. Depending on your room, the entrance might be a safe point, but killing the enemies likely requires you to move away from it. It’s fairly easy to throw Koji into their spikes instead of them. If they’re in a row, I’d recommend attacking diagonally.

Sometimes the room also is only partly in the water, which causes easier enemies to spawn.

Fun Fact: The enemy kill requirement used to be a time requirement instead. This was quite a challenge, as there still was a kill requirement a couple rooms before, which meant you had to kill a decent amount of enemies within not much time. The community didn’t like this Ancient Coin very much and it was changed to the current version in the Summer Solstice update.

Moleder Highlands
Location: Often between the first and second waypoint.
Ancient Coin Room:
Note: From what I’ve seen, this room is exactly like Woodberry Warren’s room. As such, I’ve copy-pasted it’s explanation here:
The room has multiple Burrophs. The chest opens after you killed all.
Burrophs are snake-like creatures that come out of the room’s ground. They can only be killed by hitting the green part at their tail, however if they’re hit at another part, they will escape into the ground. They’ll go in there with their head first, allowing you to hit easily their tail fairly easily.
The Ancient Coin room in Woodberry Warren has many of these and it’s easy to get overwhelmed by them. There are some strategies that can help you a lot though:

1. Use Zephera’s Feather and aim for the Burroph’s tail. It can pierce through the rest of it’s body and hit the tail before it escapes. Zephera’s Feather can also be used to hit multiple Burrophs at once.
2. Standing in a corner (see the image below as an example) often makes you able to hit all enemies simply by spamming Koji forwards and forwards+upwards.

3. Generally, runestones that increase Koji’s speed also help a lot.

Aside from that, you can buy some extra heart runestones to tank more hits. The shape of the room can also make a big difference, so simply getting there often can also lead to success.

Misty Marsh
Location: Appears pretty randomly, as such it's best to use the compass.
Ancient Coin Room: This room has a ton of Smuggleway Bay’s blue crystals, all of which need to be hit together to open the chest. Between these are burning rings, these can however be frozen with Icora’s feather for a minute.
While Misty Marsh’s fog can make this room look a lot harder at first, it doesn’t affect the gameplay all that much, as you’re moving fairly slowly when throwing Koji at the crystals, giving you enough time to see the location of the upcoming crystals.

Downhill Thrill
Location: This one is commonly between the first and second waypoint. It has a series of rooms, all of which are fully frozen ground (the same type of ground that Hazebugs cause). This has multiple effects on the player:
1. Quill accelerates slower when walking and continues sliding afterwards, until the player either jumps or walks in another direction.
2. Quill slides off slopes fairly quickly.
3. Quill can only hold on ledges for about half a second, otherwise he falls off.
Each of the rooms has multiple enemies and sometimes Lost Tanks, which take 6 hits with Koji to kill.
Ancient Coin Room: Like the other ones, this one if fully frozen and has multiple enemies, all of which need to be killed to open the chest.

Catacombs of the Lost
Location: Here comes the most complex one, by a long shot.

Catacombs of the Lost is a very unique stage in two ways:
1. It is extremely non-linear. Multiple rooms often come together again and waypoints are nothing more than refill stations.
2. It doesn’t just have one boss – but three. Two of these bosses are locked behind a kill door (usually requiring over 50 enemy kills) and drop a key. The third boss requires one of these keys to be fought and ends the stage once defeated.

Both of these things also affect the Ancient Coin.

The Ancient Coin room is after the first waypoint. However, this area is extremely large and as such using the compass is your best bet.

The door is locked and requires a key to open. This means you’ll first have to kill one of the two bosses behind a kill door (which also needs around 60 kills) and then return. You’ll need to kill the other one eventually as well, since you need another key for the third boss.

Behind the locked door are multiple rooms, each with an usual amount of enemies. Most of these rooms will end somewhere. Between the visible rooms are also many fake walls. You’ll likely need to go through some to find the Ancient Coin room. I’d recommend using the compass a lot here, both to see fake walls on the map and which direction the Ancient Coin chest is in.

Ancient Coin Room:
Note: From what I’ve seen, this room is exactly the same as the one in Tomb of the Raven and as such, I’ve copy-pasted it’s description here:
This room has multiple Potams that fire energy spheres that can bounce of the ground. When hit, they turn red, become faster, and spawn three spheres instead of two. As such, it’s better to kill them quickly.
If there are multiple Potams on the ceiling, Zephera’s feather can hit multiple at once (see the image below for an example of such a formation)

Similarly, Magira’s feather can hit multiple Potams that are closely together, but not on the same height, like this:

After you killed all of the Potams, multiple of the Ozzard Ghosts will appear. These don’t really pose a threat as long as you’re behind a wall and spam Koji forwards. Just don’t be like me and forget about them every time…

Minecart Cauldron
Location: Either after the second or third waypoint is the entrance with a kill counter door leading to another minecart track. Note that the route skipping the coin also leads to another minecart track, so look out for the purple entrance door. The minecart track is very similar to the other ones in the stage. After this section is a waypoint. Note that the waypoints in Minecart Cauldron tend to have a ton of enemies and this one is no exception, but you can refill your hearts at the toucan trader afterwards. The Ancient Coin room is directly behind the waypoint.

Ancient Coin Room: This room has a bunch of Molesplosions. These come out of the ground, throw rocks that create fire and hide in the ground again. The easiest strategy here is finding a high spot as most rocks can’t hit you there. Otherwise, try to get all Molesplosions to face in your direction and then run past them. You can also use Zephera’s feather to kill many at once.
After you got the Ancient Coin, head back to the waypoint and use fast travel to get to the waypoint before the Ancient Coin section.

Labyrinthine Shrine
Location: Similarly to Catacombs of the Lost, this stage is very non-linear. There are only 2 waypoints that you are forced to activate, one at the beginning of the stage and one before the 3 locks. The Ancient Coin is between these 2 required waypoints, however, the area between them is very large and as such it’s better to use the compass.

After the entrance are a couple rooms with normal enemies. These rooms also have spores, giving you a nausea effect, this effect can however be removed with the ‘’Antispore’’ runestone. This runestone is luckily always sold by the Toucan Trader (unless you already have one).

Ancient Coin Room: This room is fairly large and has multiple enemies (mainly Terrafals on the ceiling and others on the ground). All need to be killed to open the chest. Like the previous rooms, it also has the spores.

The last Ancient Coin
There's a total of 19 Ancient Coins, 18 of which come from the all the levels. The last one is simply given after defeating the final boss. This means that the reward for collecting all Ancient Coins requires all other parts of the story mode to be 100%'d first.