Gaming Guide

Holoken Powers in LumenTale: Unlock Spots and Field Effects

Every Holoken Power in Memories of Trey, where each one unlocks, and the exact way to fire it at a puzzle.

Every Holoken Power in Memories of Trey, where each one unlocks, and the exact way to fire it at a puzzle.

The Holoken in LumenTale: Memories of Trey is a yo-yo-shaped tool that does much more than catch Animon. By channeling a linked Animon’s elemental type, Trey can act on environmental puzzles across Talea, from boulders blocking a trail to fans that power gates and machines. Each elemental type carries its own field effects, and the powers open up as you push deeper into the story.

Quick answer: Open the Holoken’s Animon mode, select any Animon that carries the elemental type the puzzle needs, then throw the device at the target object. The effect fires on contact.


How Holoken Powers work

Catching an Animon sends it to the Anispace and turns its Bilia into an Animon Link. That link does two jobs at once. It lets Trey call the creature back into battle, and it feeds the Holoken the creature’s elemental type. Loading that type in Animon mode is what makes the Holoken able to affect matching puzzle objects in the world.

The type matters, not the species. Any Geo creature unlocks the Geo power, any Aura creature unlocks the Aura power, and so on across all 13 elemental types. With roughly 140 species in the roster, most puzzles have a matching type somewhere on your team. When you pick an Animon in Animon mode, a gem-like symbol appears under its portrait to confirm the infusion, and the Holoken’s flight path takes on the color of the loaded type before you throw it.

Note: If an object in the field shows a question mark above it, it needs a Holoken Power you have not unlocked yet. Most powers arrive through normal story progress as new regions open. A few only become available after defeating specific Animon bosses a second time, which is possible only once you have finished both the Mythos and Logos storylines.


All Holoken Powers, unlock locations, and field effects

The table below lists each power, where or how it unlocks, and what it does in the field. Story-region powers come naturally as you travel. The boss-rematch powers at the bottom are locked behind clearing both storylines.

TypeWhere it unlocksWhat it does
GeoScarlet WoodsDestroys large boulders blocking paths; striking Anivite crystals can drop rare items
AuraArsiliaPropels fans; reveals hidden pathways in dark areas
ElectricVoltarControls the operating status of electrical devices; disables electric gates
VirusParadineHacks teleportation platforms to make them usable; changes the direction of moving bridges
DataSperanovaMaterializes or dematerializes objects to power up lasers
GrassMirasilvaLatches onto trees to leap across gaps; grows plants to trigger mechanisms or events
WaterCosta LindaStrikes plants to create rideable bubbles; forms rocky surfaces over lava and puts out fires
FireAltipetraIgnites fruit bombs to burn brush blocking paths
AncientMemoreniaStrikes latches on ancient locks to open gates and passageways
DemonBeat Morsiver at Sivius Peak after both storylinesWhen the Holoken returns without hitting anything, Demon energy briefly hides Trey from nearby wild Animon
ChakraBeat Nuclheart in the Biome Plains after both storylinesWhen the Holoken returns without hitting anything, briefly increases Trey’s movement speed
AnomalousBeat Kokepole in the Aeolyc IslandsLets Trey target platforms and teleport to them
IceBeat Wicedom in the Glacial PeakWhen the Holoken returns without hitting anything, briefly slows nearby Animon

How to infuse an Animon type and throw the Holoken

Open the Holoken’s Animon mode. This brings up a selection screen showing every Animon you have linked through Bilias.
Pick the Animon whose type matches the puzzle object. A gem-like symbol appears under its portrait to confirm the power is loaded, and the throw line shifts to the color of that type.
Mollupom in the Holoken's Animon mode allows the user to make use of its Geo powers
Selecting a Geo-type Animon such as Mollupom loads the Geo power for the next throw.
Aim at the target and throw the Holoken. A Geo throw breaks boulders, an Electric throw toggles electrical devices, a Water throw against a plant makes a bubble to ride, and each other type behaves the same way for its puzzles.

How to confirm a power triggered, and why it might not

A successful throw gives instant feedback. A propelled fan loses its question mark and its blades spin up, powering whatever gate or machine it is wired to. In a dark cave, the Holoken’s light flashes and any concealed walkway becomes visible. If the device strikes an object and nothing happens, the loaded type almost certainly does not match what the puzzle requires.

When that happens, reopen Animon mode, check the element shown beneath the selected creature’s portrait, and switch to a different Animon if needed. The constant swapping to load the right type for each puzzle is a known friction point, especially when an aggressive wild Animon is chasing you.


Why the Demon power is the exception

The Demon power does not work by hitting a target. Its effect triggers only when the Holoken comes back to Trey without striking anything, so throwing it into empty space and letting it return cleanly is the activation. The same return-without-contact pattern drives the Chakra and Ice powers, which boost Trey’s speed and slow nearby Animon respectively.

Demon is the last power most players get, since Morsiver at Sivius Peak only opens for a rematch after both the Mythos and Logos storylines are complete. Keep a wide spread of elemental types linked through Bilias as you travel, and the same select-and-throw routine carries you from Geo all the way through every power Talea hands you.