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Tutorial

verified 2026-07-17 · MythFall stages

Tutorial is Mythfall's 12-part opening sequence - the intro walkthrough that teaches blocking, parrying, dodging, weapon and magic abilities, climbing and wall-running before ending in the two-phase fight against Hellel.

The client's Tutorials stage group holds 12 sub-stages: intro_tutorial, intro_first_encounter_tutorial, intro_second_encounter_tutorial, intro_third_encounter_tutorial, intro_fourth_encounter_tutorial, intro_fifth_encounter_tutorial, intro_sixth_encounter_tutorial, intro_sparta_encounter, intro_boss_choice_a, intro_boss_choice_b, intro_boss_encounter_tutorial and intro_boss_transformation_tutorial. They are chained together by 15 of Mythfall's 18 extracted checkpoints (ids 0-14), each of which heals the player, resets NPC/mob state and swaps the ambient music track before handing off to the next encounter.

The checkpoint data locks and unlocks controls encounter by encounter rather than exposing the full kit up front: checkpoint 1 unbinds Light Attack so the very first fight is block/parry-only, checkpoint 2 rebinds it, checkpoint 5 unbinds the entire magic moveset right before the magic-ability lesson, and checkpoint 11 rebinds Light Attack again for the second elite duel. It is a deliberately staged onboarding rather than a single open tutorial arena.

The two boss checkpoints double as independent client-side confirmation of Hellel's already-documented two-phase fight: checkpoint 13 switches the music to the track 'helel_humanoid' for the spear-wielding first phase, and checkpoint 14 switches to 'helel_dragon' for the three-headed dragon transformation - matching the Hellel boss page's account, this time straight from extracted game data rather than pre-release footage alone.

Details

RegionDivine Tree island, tutorial route
Sub-stages12 (Tutorials stage group)
Checkpoints15 (checkpoint ids 0-14)
Guide NPCIysa
Final encounterHellel - two phases (humanoid, then dragon transformation)

Sub-stages

intro_tutorial, intro_first_encounter_tutorial, intro_second_encounter_tutorial, intro_third_encounter_tutorial, intro_fourth_encounter_tutorial, intro_fifth_encounter_tutorial, intro_sixth_encounter_tutorial, intro_sparta_encounter, intro_boss_choice_a, intro_boss_choice_b, intro_boss_encounter_tutorial, intro_boss_transformation_tutorial.

Checkpoint 0 - Intro tutorial opening

Stage: intro_tutorial. Heals the player and starts the 'island_scenery' ambient track as the opening cinematic hands off into free movement.

Checkpoint 1 - First encounter: block and parry

Stage: intro_first_encounter_tutorial. Heals the player, force-equips gear, unbinds Light Attack so the lesson is block/parry-only, respawns a Ravine enemy at the 'First Encounter' spawn point, and switches to the 'in_combat' music track.

Checkpoint 2 - Second encounter: dodge and light attacks

Stage: intro_second_encounter_tutorial. Unbinds Dodge but re-binds Light Attack, then chains three background cutscenes (ravine_spartamoment, ravine_4th_enc, ravine_2v1) that stage the Second, Third (left/right) and Fourth Ravine encounters, hiding the later ones behind pipeline gates until the player reaches them.

Checkpoint 3 - Cliff route before the Sparta moment

Stage: intro_second_encounter_tutorial (later checkpoint in the same stage). Cleans up the prior cutscenes, re-primes the Third and Fourth Encounter Ravine spawns, and drops the music back to 'island_scenery' for the cliffside traversal leading into the multi-enemy set-piece.

Checkpoint 4 - Third encounter: weapon abilities

Stage: intro_third_encounter_tutorial - its skip target is the 'Weapon Moveset' boundary rather than a numbered checkpoint. Reveals the 2-vs-1 Ravine pair, puts guide NPC Iysa into her in-combat state, hides the quest objective UI, and switches to the 'in_combat' track for the weapon-ability lesson.

Checkpoint 5 - Fourth encounter: magic abilities

Stage: intro_fourth_encounter_tutorial. Restores controls and HUD, reveals the Fourth Encounter Ravine plus two backup spawns inside the 'Fourth Mob Encounter' boundary, and unbinds the magic-moveset toggle and all three ability keys - the lesson teaches magic by first taking it away.

Checkpoint 6 - Fifth encounter: elite lock-on and stagger

Stage: intro_fifth_encounter_tutorial. Clears all player tags, respawns an Elite enemy at the 'Fifth Encounter' point and strips its immortal tag so it can finally be killed - the first elite-tier fight, teaching lock-on and stagger.

Checkpoint 7 - Climb tutorial

Stage: intro_fifth_encounter_tutorial - skip target is the '5th_enc_climb' quest-objective trigger. Sets guide NPC Iysa to her out-of-combat state and returns the music to 'island_scenery' for the climbing lesson.

Checkpoint 8 - After the gap parkour section

Stage: intro_fifth_encounter_tutorial - skip target is the 'corridor' cleanup trigger. Same heal / Iysa-out-of-combat / ambient-music pattern as the surrounding parkour checkpoints, placed after the gap-jump segment.

Checkpoint 9 - Wall-run segment

Stage: intro_fifth_encounter_tutorial - skip target is the '5th_enc_pre_wall_run' quest-objective trigger, placed right before the player has to climb the wall to start running along it.

Checkpoint 10 - After the wall-run sequence

Stage: intro_fifth_encounter_tutorial. Closes out the parkour block that opened at checkpoint 6 before handing off to the sixth encounter.

Checkpoint 11 - Sixth encounter: elite fight

Stage: intro_sixth_encounter_tutorial. Re-binds Light Attack, respawns an Elite at the 'Sixth Encounter' point, strips its immortal/passive/bot-transitioning tags and force-aggros it (6s spawn timeout) - a second, fully live elite duel.

Checkpoint 12 - Crouch tutorial before the boss door

Stage: intro_sixth_encounter_tutorial. A calm checkpoint (music back to 'island_scenery') that precedes the crouch-under-the-door lesson gating entry to the boss encounter.

Checkpoint 13 - Boss fight (humanoid phase)

Stage: intro_boss_encounter_tutorial. Forces the crouch action to complete, respawns a Villain enemy at the 'Seventh Encounter' point and switches to the 'helel_humanoid' music cue - client-side confirmation that this fight is Hellel's spear-wielding first phase.

Checkpoint 14 - Dragon fight (transformation phase)

Stage: intro_boss_encounter_tutorial (second checkpoint in the same stage). Respawns a Dragon-type enemy at the 'Eigth Encounter' point [sic, as spelled in the client data] and switches to the 'helel_dragon' track, confirming Hellel's three-headed dragon transformation as phase two of the same fight.

FAQ

How many checkpoints does the Mythfall tutorial have?

15, ids 0 through 14, chained across the tutorial's 12 sub-stages.

Does client data confirm Hellel's two-phase fight?

Yes - the two boss checkpoints switch to music tracks literally named 'helel_humanoid' and 'helel_dragon', independently confirming the two-phase structure already documented from pre-release footage on the Hellel boss page.

Can players skip the tutorial?

Not confirmed. Checkpoints exist as internal skip-to targets in the data, but nothing here shows a player-facing skip option.

Other stages

Source-checked

Extracted from Mythfall client data (stages.json Tutorials group + checkpoints.json, ids 0-14). Cross-referenced with the Hellel boss page for narrative context. updated · GuideDex staff. Report a correction.