Location
Block Tales Ancient Tomb Location Guide
Block Tales Ancient Tomb is the Chapter 4 puzzle dungeon after Scorched Dunes and before Oasis. It contains the 3x6 tile puzzle, box and pressure plate checks, Ghost Potion flamethrower timing, a boulder hallway, the Bottled Ship room, Ancient Key, and The Great Flocci fight.
Last updated: 2026-04-27
Quick Facts
| Type | Chapter 4 puzzle dungeon |
|---|---|
| Chapter | Chapter 4 |
| Route position | Ancient Tomb follows Scorched Dunes and pushes into Oasis after the Bottled Ship route. |
| Tile puzzle order | Left, Middle, Right, Middle, Right, Right. |
| Wrong tile damage | The Ancient Tomb tile puzzle deals 6 damage when the wrong tile is stepped on. |
| Puzzle tools | Box movement, pressure plates, Ghost Potion timing, and boulder escape are part of reviewed route context. |
| Bottled Ship room | Ancient Tomb [7] contains Bottled Ship, Ancient Key, and The Great Flocci fight. |
| Boss | The Great Flocci has 50 HP and 3 Defense. |
| Boss pattern | The Great Flocci uses Soft Swing, Float Away, repeat. |
| Fireball drop context | The Great Flocci is listed among sources that can drop Fireball at 1.2%. |
| Next route | Oasis and then Temple of the Red Sun follow the tomb route. |
| Common mistake | Brute forcing puzzle rooms and paying damage before boss fights. |
| Reviewed facts | Checked against current community wiki and existing reviewed Chapter 4 data on 2026-04-27. |
Block Tales Ancient Tomb route role
Ancient Tomb is where Chapter 4 stops rewarding guessing. The rooms are built around clues, movement checks, and trap timing.
If you brute force the puzzles, the route charges HP before the boss even starts. That is the wrong way to spend resources in this chapter.
- Use the tile order: Left, Middle, Right, Middle, Right, Right.
- Read room clues before stepping on tiles.
- Use Ghost Potion timing for flamethrower traps.
- Save healing for The Great Flocci and later temple fights.
Bottled Ship and The Great Flocci
The Bottled Ship room is not just a collectible stop. It ties together Ancient Key progress and The Great Flocci fight.
The Great Flocci has 3 Defense, so weak chip attacks feel awful. Bring damage that actually gets through instead of throwing SP into a wall.
- Check Ancient Tomb [7] carefully.
- Expect 50 HP and 3 Defense from The Great Flocci.
- Use stronger attacks or defense-lowering options.
- Do not arrive at the boss after wasting HP on puzzle mistakes.
Before Oasis
Oasis is the reset after the tomb, but it should not be used as an excuse to play the tomb badly.
A clean Ancient Tomb clear leaves enough recovery for Temple Guardian and the later Red Sun River puzzle route.
- Leave the tomb with recovery still available.
- Use the Chapter 4 puzzle guide for clue-heavy rooms.
- Do cleanup after the first clear if the route is already expensive.
- Prepare for Temple of the Red Sun after Oasis.
FAQ
What is the Ancient Tomb tile puzzle order?
The verified order is Left, Middle, Right, Middle, Right, Right.
What happens if I step on the wrong tile?
The reviewed Chapter 4 puzzle data says the wrong tile deals 6 damage.
Where is The Great Flocci fought?
The Great Flocci is fought in the Ancient Tomb route, tied to the Bottled Ship room.
Should I brute force Ancient Tomb puzzles?
No. Guessing costs HP and makes later boss fights harder. Read clues and use the puzzle guide when needed.
Related Pages
Chapter
Chapter 4
Block Tales Chapter 4 is Excavation Exploration, released on May 31, 2025. It starts after Ghostwalker and sends the player to Bizville Docks, Fisherman Fred's boat, Scorched Dunes, Ancient Tomb, Oasis, Red Sun Temple, Red Sun River, and the Firebrand route. This chapter is less about one hard fight and more about tool checks, traps, puzzles, and longer desert navigation. The Great Flocci, Temple Guardian, Captain Trotter, The Ancients, and Finn McCool are tied to Chapter 4 boss coverage. Bring healing, watch puzzle damage, and do not rush the Ancient Tomb clues.
Location
Scorched Dunes
Block Tales Scorched Dunes is the Chapter 4 desert arrival after Bizville Docks and Fisherman Fred's boat. It starts the Firebrand route before Ancient Tomb, Oasis, Temple of the Red Sun, and Red Sun River. Free Fire is found in Scorched Dunes [3], so the area has real build value too.
Location
Oasis
Block Tales Oasis is the Chapter 4 reset point after Ancient Tomb and before Temple of the Red Sun, Pirate Camp, and later desert-route checks. Use it to repair the damage from tomb puzzles, check supplies, and decide whether the next push should be temple progress or optional cleanup.
Location
Temple of the Red Sun
Block Tales Temple of the Red Sun is the Chapter 4 main objective area for the Firebrand route after Scorched Dunes, Ancient Tomb, and Oasis. It leads into Temple Guardian, then Red Sun River and the Ancient Puzzle of Prophecy. The route punishes puzzle guessing and bad target order.
Boss
The Great Flocci
Block Tales The Great Flocci is a Chapter 4 Ancient Tomb boss officially named The Great Floccinaucinihilipilification. It has 50 HP, 3 Defense, level 55, Soft Swing, Float Away, and a fixed two-turn pattern. The fight punishes weak damage more than messy status play.
Guide
Chapter 4 Puzzle Guide
Block Tales Chapter 4 Puzzle Guide should be used as a route check for the desert puzzles, not as a reason to brute force every room. Chapter 4 sends players through Scorched Dunes, Ancient Tomb, Oasis, Red Sun Temple, and Red Sun River while chasing the Firebrand. The Ancient Tomb includes a 3x6 tile puzzle, box and pressure plate checks, Ghost Potion flamethrower timing, a boulder hallway, and the Bottled Ship route. Later, the Ancient Puzzle of Prophecy uses symbols, wheels, an orb, and a movable pillar after Temple Guardian.
Item
Ghost Potion
Block Tales Ghost Potion is listed in this backlog as an item page, but current wiki data describes it as a Chapter 3 field/action card found in Haunted Manor Kitchen or given by Ghost Chef after his quest. It costs 1 SP in battle, grants Invisible for one turn, then applies Exhausted after the effect ends.
Card
Fireball
Block Tales Fireball is a 1 BP Ball action card that costs 2 SP and applies Burn level 1 for 3 turns. It is good when a target will survive long enough for Burn to matter, and weaker when direct damage would end the fight immediately. Fireball is found in Caves [3], can be bought from Amber for 80 TIX, and can drop from several later enemies and bosses at 1.2%. The action command can add 1 extra damage to Ball damage. Use it as a damage-over-time plan, not a panic button.