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REGION 02 · ANY-ORDER

Septemburg Walkthrough — Autumn Farmland & The Tower

updated 2026-05-31· patch 1.0.0

Septemburg is the autumn farmland Generator. Two boss fights anchor it: the Madd House — a giant haunted-farmhouse with two pink-glowing window-eyes — and the Carving Man, a Halloween-themed noble fought inside the Carving Shack. The region is one of the four any-order picks that open once the Ossex hub unlocks; both bosses lean on tight projectile lanes and predictable positional resets.

FACT-CHECK ANCHOR Region layout, boss banners and the Carving Shack arena are fact-checked against in-clip room nameplates and boss-bar text in the Indie James full-game longplay (youtube.com/watch?v=LoKnf0E1nUg) and the BeardBear 100% walkthrough (youtube.com/watch?v=UcumKfQxy3U). Timestamps anchor to positions inside those uploads.

Entry path from Ossex

Septemburg's gate opens off the Ossex hub once the survivor-NPC dialogue thread clears. The entry tile is a fenced pumpkin-farm path with hay bales lining the south fence, visible on the source clips at the start of the region — orange pumpkin sprites, autumn-orange grass tiles, and two basic enemy patrols on the approach.

The early route is mostly linear:

  1. Pumpkin-field approach — autumn-orange grass tiles with planted pumpkins, basic patrol enemies. No collectibles missed if you go straight through; the chests gate behind dig-prompts in the corners.
  2. Madd House gate — the farmhouse looms at the end of the field. It's clearly a boss arena before you cross the threshold (the boss bar previews when Mina steps on the activation tile).

Once Madd House clears, the path continues through the autumn farmland to the Carving Shack — a smaller, tighter interior arena.

Major landmarks

Pumpkin field & haystack rows (Indie James t≈4:43 shows an early Septemburg approach with pumpkin tiles and stone-arch fencing). The field has chest-block sub-puzzles on the corners — push the hay bale, dig the marked floor, collect the cache.

Madd House farmhouse exterior. The boss arena is the front yard of the haunted farmhouse. The house has flame-licked roof eaves on both sides (a clear non-textual telegraph that this is the Madd House trigger), two pink-glowing window-eyes flanking the front door, and a chimney that fires the mosquito-swarm attack.

The Carving Shack interior is a tighter arena than Madd House — a square room with physical pumpkin / log obstacles you can use to break line of sight on the Carving Man's projectile spread.

Save shrines & fast travel

Confirmed shrines in Septemburg from the source clips:

  • Field-edge shrine — just inside the Septemburg gate from Ossex. Rest here before the Madd House run.
  • Post-Madd-House shrine — between the two boss fights.
  • Carving Shack pre-fight shrine — final shrine before the Carving Man trigger.
  • Tower-route shrine — opens after the Carving Man clear, inside the Tower interior approach.

The regional fast-travel beacon activates after the Carving Man clear, not after Madd House — Septemburg's Generator is the post-Carving-Shack unlock. Before then, fast-travel back to Ossex is your only travel out.

Bosses encountered in Septemburg

BOSS · SEPTEMBURG

Madd House

Madd House encounter open — large haunted-farmhouse boss with pink-glowing window eyes, slit-mouth door, two purple ghost-hand arms. Boss banner 'MADD HOUSE' visible bottom. Compilation t=21:22.
NOTESSeptemburg secondary boss — a giant haunted farmhouse with two pink-glowing window-eyes, a slit-mouth front door, and two ghost-hand swipe arms. The house body is the kill target and is stationary; the fight is a positioning puzzle around its three attack lanes. Boss banner ('MADD HOUSE') visible on entry (compilation t=21:22).

Madd House — the haunted-farmhouse pressure boss

A stationary boss with three attack lanes: two ghost-hand swipes from left and right sides of the house body, a pumpkin-bomb drop from the front-door slit-mouth, and a mosquito swarm that flies out from the chimney. The two ghost hands do not swipe simultaneously — the left hand fires first by a fraction of a beat — so the centre lane between the two hand origins is the safest sustained position.

Full strategy: Septemburg bosses.

The Carving Man — Carving Shack projectile-and-lunge

BOSS · SEPTEMBURG

The Carving Man

The Carving Man pre-fight — purple-cloaked figure with conductor's hat enters the Carving Shack from the left, multi-tier brick arena, blue spike tile bands on the upper level. Compilation t=23:19.
NOTESThe fight takes place in the Carving Shack (room nameplate visible in the source clip). The arena is tight and column-blocked — there are physical pumpkin/log obstacles you can use to break line of sight on the projectile spread but they also constrain your dodge angles. The Carving Man's sprite reads as a Halloween-themed noble/conductor with a tall hat and a long blade-tool.

The harder of the two fights. The arena is tighter than Madd House's open farmland, and the Carving Man has three readable attacks: a pumpkin projectile spread, a single-lane carving lunge, and a conductor stance reset (a symmetrical pose, hat upright, no tool flash — the punish window).

Full strategy: Septemburg bosses.

Collectibles in Septemburg

Observed pickups on the source clips:

  • Trinkets — at least 2 trinkets land inside the Septemburg route on the 100% pace. The roster is on the /trinkets/ P3 page.
  • Bonestone caches — multiple coin piles scattered across the pumpkin field and inside the Madd House yard.
  • Save-shrine candles — 3-4 shrines confirmed (see above).

A community-curated per-region all-collectibles guide for Septemburg exists at Gamer Guru's channel — Mina the Hollower - Septemburg All Collectibles Guide (20:11) — for tile-by-tile pickup tracking. We do not author every collectible location here yet (TODO: needs a second pass against that clip).

CONTENT IN PROGRESS Specific trinket IDs and tile-by-tile pickup map are pending the /trinkets/ P3 fill. Septemburg's 100% pace has 6-9 collectibles total per the Gamer Guru chapter list snippet; precise locations need cross-referencing against that clip.

The Tower interior

The Septemburg Tower is a sub-area inside the region — not a Spark Generator climb (Septemburg is not one of the three tower-climb regions; those are Queensbury Crypt, Nox's Bayou, and Astral Orrery). The Septemburg Tower is a multi-storey interior puzzle dungeon that houses the Carving Shack arena and the regional Spark Generator activation room.

Layout observed on the source clips:

  • Tower entrance corridor — long stone hallway with chest puzzles along the walls. Sweep on the way through.
  • Mid-tower haunted interior (Indie James t≈5:00 fragment of the haunted-farmhouse aesthetic continues inside the Tower). Pumpkin lamps line the walkway; flame braziers gate sub-rooms.
  • Carving Shack — the boss arena. Smaller, tighter, with physical cover the Carving Man can break line of sight on.
  • Generator room — accessed after the Carving Man clear. Activates the regional beacon.

The Septemburg Tower's puzzle gauntlet is closer to a long dungeon than to the vertical mini-game in Queensbury or Nox's Bayou. It does not get the dedicated tower-climb screenshot pin set.

Region atmosphere & narrative framing

Septemburg's framing is perpetual autumn — orange-red tile palette, pumpkin sprites embedded in the floor, hay-bale fences along the field corridors, and a sustained Halloween-themed visual language across the entire region. The Tower interior extends the autumn palette inside: pumpkin lamps line the walkways, flame braziers gate sub-rooms, and the Carving Shack arena is a wood-and-orange interior that reads as a country woodshop.

Narrative-wise, Septemburg anchors the campaign's first major Lionel foreshadow. The post-Carving-Man dialogue beat at Kakuchopurei t=27:44 — "Lionel is lying to you!" — is the first explicit reference in the source clip to the final-region antagonist. Players who skip post-boss dialogue miss this anchor.

The region's NPC roster is sparser than Queensbury Crypt or Ossex — there's no major dialogue thread like the Duke quest, no recurring survivor like Lady or Cappy. Septemburg's narrative beats are environmental and post-boss.

Enemy roster

Observable on the source clips:

  • Pumpkin-patrol enemies — small orange basic enemies along the field approach. One weapon hit each; their movement is slow and predictable.
  • Hay-bale skitterers — small flying enemies that emerge from hay-bale clusters when Mina approaches. Tighter hitboxes than the patrol; sweep with a horizontal weapon swing.
  • Tower-interior fire grids — not enemies but hazards (the fire-grid floors at compilation t=26:36 are tower-interior intermission segments). Walk between the fire-bordered tiles; don't dash through the grid centre.
  • Tower-interior jellyfish — floating ghost-like enemies in the tower corridor segments. Two weapon hits each; their attack is a slow drift-and-bump.
  • Madd House mosquito swarm — boss-arena adds, documented on the Septemburg bosses page.

Hidden / optional content

  • Pumpkin-field chest-block sub-puzzles at the corners of the approach field — push the hay bale, dig the marked floor, collect the cache.
  • Madd House front-yard collectibles — bonestone caches embedded in the autumn ground around the boss arena. Sweep on the way through.
  • Tower-interior chest puzzles along the entrance corridor. Multiple chests are visible on the source clips; precise locations need cross-reference against Gamer Guru's per-region All Collectibles clip.
  • No secret boss observed in Septemburg in the current source clips. The project's secret-boss data layer has the region's slot unfilled.

Save shrine optimisation

For first-run pacing: rest at the field-edge shrine before the Madd House run, then move to the post-Madd-House shrine before the Carving Shack pre-fight shrine. Rest before the Carving Man fight. The Tower-route shrine opens after the Carving Man clear.

For 100% pace: bias toward the post-Madd-House shrine — it's the node closest to the pumpkin-field collectibles and the Tower entrance corridor.

Backtrack rewards (post-final-boss)

The observed ending's Septemburg region-state caption is pending verification (the BeardBear frame at t≈8:50:15 caught the transition before the sub-caption resolved). The campaign-post-final visit to Septemburg shows overgrowth — the farmland is overgrown with vines, train rails partially obscured by tall plants.

NG+ implications: the mirror-world overlay applies; specific mirror-world chest contents in Septemburg are pending verification.

Frequently asked

Should I do Septemburg first? Any of the four any-order Generators is a valid first pick. Septemburg's pacing is projectile-heavy and arena-mid; Queensbury Crypt is tighter cellar work, Nox's Bayou is mobility-heavy. Pick based on which combat style you're comfortable with.

Are both bosses required? Yes. Madd House and Carving Man both gate the regional Spark Generator beacon.

Is the Septemburg Tower a tower climb? No. The Septemburg Tower interior is a long dungeon corridor that houses the Carving Shack arena. Septemburg is not one of the three tower-climb regions (those are Queensbury Crypt, Nox's Bayou, Astral Orrery).

What's the Lionel foreshadow about? A post-Carving-Man dialogue line ("Lionel is lying to you!") at compilation t=27:44 — the first explicit reference to the final-region antagonist in the source clip. Pays off in the Astral Orrery mirror-world chain.

Is there a secret boss in Septemburg? Not observable in the current source clips. The project's secret-boss data layer has the region's slot unfilled.

Does Madd House or Carving Man drop a trinket? No — neither boss drops a trinket. The Septemburg trinket pickups are in the collectible chests, not boss rewards.

Where this chains to

Septemburg's Spark Generator activation opens the regional fast-travel beacon. Pick your next region:

Cross-link: full boss-strategy page for this region is Septemburg bosses.

PATCH MAINTENANCE Region path + boss arenas verified against patch 1.0.0 on 2026-05-31. Madd House / Carving Man telegraph timings are baseline reads; we re-verify on any major patch that touches boss balance.