The full campaign route, imported from the v1 companion guide.
campaign, leveling
Select a character to track your progress live.
Having narrowly escaped execution by Count Geonor's forces - evading The Executioner by leaping into the ocean - you wash ashore in the primordial forests of Ogham. Corruption and disease fester in every shadowed corner of this ancient land. Fight your way through The Riverbank and defeat The Bloated Miller to reach Clearfell Encampment, your first safe haven.
References: The Bloated Miller
Completes in Act 1 — Clearfell Encampment
Follow the path through The Riverbank. The Bloated Miller guards the exit to Clearfell Encampment.
Clearfell Encampment is your first town hub. Speak with the NPCs to learn about the area, then head into Clearfell to continue your adventure.
Completes in Act 1 — Clearfell
Take a moment to talk to the NPCs in town, then find the exit to Clearfell.
Clearfell is a forest zone infested with enemies. Defeat the boss Beira of the Rotten Pack, then find the exit to The Grelwood. Several optional encounters offer bonus rewards.
References: Beira of the Rotten Pack · The Devourer
Completes in Act 1 — The Grelwood
Beira is always located to the north/northeast of the waypoint.
Explore the zone to locate the path leading to The Grelwood.
Note: If you find the exit first, continue searching for Beira. Use the checkpoint to quickly return to the exit afterward.
A hidden campsite somewhere in the zone with a reward.
A side dungeon containing The Devourer boss.
The Grelwood is a sprawling forest with multiple exits. Meet Una, discover the paths to The Grim Tangle and The Red Vale, and complete optional encounters for bonus rewards before heading to The Red Vale.
References: Una · Brambleghast · The Grim Tangle
Completes in Act 1 — The Red Vale
Una is located near the center of the zone, close to the waypoint.
Enter The Grim Tangle briefly to activate its waypoint, then return to The Grelwood to continue exploring.
Once you've discovered The Grim Tangle waypoint, find and enter The Red Vale to continue the main quest.
An optional boss encounter hidden somewhere in the forest.
Defeat the witch inside the hut and interact with the cauldron for flask rewards.
The Red Vale contains three obelisks that must be completed, each guarded by enemies and dropping a runed quest item. After completing all obelisks, defeat The Rust King boss and portal back to Clearfell Encampment.
References: The Rust King · Runed Girdle · Runed Guard · Runed Skull Cap
Completes in Act 1 — Clearfell Encampment
Each obelisk drops a quest item: the Runed Girdle, Runed Guard, and Runed Skull Cap. Collect all three.
The Rust King is the main boss of The Red Vale.
Use a portal to return to town after defeating The Rust King.
Back in Clearfell Encampment, speak with Renly to receive the Runic Tools. These tools are needed to complete the ritual in The Grelwood.
References: Renly
Completes in Act 1 — The Grelwood
Renly will give you the Runic Tools after you've collected the runed items from The Red Vale.
Take the waypoint back to The Grelwood to perform the runic ritual.
Use the Runic Tools to impale the three runes on the tree roots scattered throughout The Grelwood. After completing the ritual, speak with Una and return to town.
References: The Grim Tangle · Una
Completes in Act 1 — Clearfell Encampment
Find the three tree roots with runes and use the Runic Tools to impale spikes on each one.
Una will have dialogue once all three runes are impaled.
Head back to town to continue the story.
With the runic ritual complete, speak with Una in Clearfell Encampment to advance the story, then take the waypoint to The Grim Tangle.
References: Una
Completes in Act 1 — The Grim Tangle
Una will update you on the next steps. Use the waypoint to travel to The Grim Tangle.
The Grim Tangle is a dark, twisted forest. Speak with Una near the entrance, then make your way through to find the exit to the Cemetery of the Eternals. An optional boss lurks within.
References: The Rotten Druid
Completes in Act 1 — Cemetery of the Eternals
Una is located near the zone entrance. After speaking with her, explore the zone to find the path to the cemetery.
An optional boss hidden in The Grim Tangle.
This ancient burial ground holds the remains of Eternal nobility - remnants of the empire that once ruled these lands before centuries of conflict with the Ezomyte people. Defeat Draven the Eternal Praetor in the Mausoleum and his consort Asinia in the Tomb. After collecting their quest items, unlock the central gate and defeat Lachlann of Endless Lament to proceed.
References: Draven, the Eternal Praetor · Asinia, the Praetor's Consort · Lachlann of Endless Lament
Completes in Act 1 — Hunting Grounds
Draven drops a quest item needed to unlock the central gate.
Asinia drops a quest item needed to unlock the central gate.
Note: After defeating both bosses, use the checkpoint to return to the zone entrance, then use the waypoint to quickly get back to the cemetery.
Use the quest items to unlock the gate. Follow the NPC and defeat Lachlann, then enter the Hunting Grounds.
A hidden sarcophagus with a ring reward.
Once the private hunting preserve of Eternal nobility, these grounds are now overrun with the restless dead from the ancient war between the Eternal Empire and the Ezomyte people. Defeat Crowbell for skill points, then discover the exits to Freythorn and Ogham Farmlands. Several optional encounters offer bonus rewards.
References: Crowbell · Ogham Farmlands
Completes in Act 1 — Freythorn
Follow the trail of slain monster corpses to locate Crowbell.
Complete the ritual site to spawn locusts that will lead you to the exit. Enter Freythorn briefly to activate its waypoint, then return to the Hunting Grounds.
Note: If you've already discovered Ogham Farmlands, proceed directly to the next step.
Enter Ogham Farmlands briefly to activate its waypoint.
Note: If you've already discovered Freythorn, use the waypoint to travel there.
An optional encounter with a skill gem reward.
An optional encounter with a support gem reward.
Freythorn contains four ritual sites that must be completed. The fourth ritual summons The King in the Mists, a boss that must be defeated to progress.
References: The King in the Mists
Completes in Act 1 — Ogham Farmlands
Find and complete each of the four rituals scattered throughout Freythorn.
The boss spawns when you complete the fourth ritual.
After defeating the boss, use a portal to return to town, then take the waypoint to Ogham Farmlands.
Make your way through the Ogham Farmlands to find Una's Lute and locate the entrance to Ogham Village. An optional encounter awaits at the Crop Circle.
References: Una's Lute
Completes in Act 1 — Ogham Village
The lute is located inside a hut near the center of the zone. Collecting it grants skill points.
Explore the farmlands to locate the path to Ogham Village.
An optional encounter in the farmlands with a skill gem reward.
Once a thriving settlement, Ogham Village now lies in ruins - another casualty of centuries of conflict in these lands. Count Geonor's forces have overrun what remains. Defeat The Executioner, rescue the prisoner, and make your way to The Manor Ramparts. Optionally find the Smithing Tools to unlock the Salvage Bench.
References: Smithing Tools · Salvage Bench · The Executioner
Completes in Act 1 — The Manor Ramparts
Follow the road through the village to find the Smithing Tools, which unlock the Salvage Bench for item crafting.
A boss located in the village that must be killed to progress.
Free the prisoner and talk to her before proceeding to the next zone.
The Manor Ramparts surround Ogham Manor. Navigate along the ramparts to find the entrance to the manor. An optional gallows encounter offers a skill gem reward.
Completes in Act 1 — Ogham Manor
Navigate the ramparts to locate the manor entrance. The path generally leads in the direction of the waypoint.
An optional encounter on the ramparts with a skill gem reward.
Ogham Manor is a multi-floor dungeon housing the Iron Count himself. Track down Count Geonor, who stole the Seed of Corruption - the artifact you've been pursuing since your escape. Defeat Candlemass on the first floor and Count Geonor on the third floor, then return to Clearfell Encampment.
References: Candlemass, the Living Rite · Count Geonor
Completes in Act 1 — Clearfell Encampment
Candlemass is located on the first floor of the manor.
Note: If you find the stairs to the upper floors first, activate the checkpoint, then return. After killing Candlemass, use the checkpoint to continue upward.
The Iron Count fights first with confidence, then with wild desperation as you wear him down. In his final moments, he transforms into a twisted wolf - don't let your guard down during this phase.
Note: Watch for his transformation into a werewolf form at low health.
Use a portal to return to town after defeating both bosses.
Though Geonor is defeated, the Seed of Corruption remains beyond your grasp - Countess Oriana escaped with it during the battle, fleeing toward the Vastiri Plains. Return to Clearfell Encampment to wrap up Act 1, then pursue Oriana into the desert.
References: Una · The Hooded One · Renly
Completes in Act 2 — Vastiri Outskirts
Check in with the key NPCs in Clearfell Encampment before departing.
The Hooded One will transport you to Vastiri Outskirts to begin your pursuit of Oriana and the Seed of Corruption.
Welcome to the Vastiri region - once a lush and verdant land, now better known for its crimson sands, blackened wastelands, and harsh saltflats. Nomadic caravans traverse this unforgiving terrain in search of trade routes and oases. Begin Act 2 by finding and defeating Rathbreaker in Vastiri Outskirts, then join The Ardura Caravan.
References: Rathbreaker
Completes in Act 2 — The Ardura Caravan
Note: Follow the perimeter of the map until you find a long skinny passageway.
Can also go ESC - respawn at checkpoint
The Ardura Caravan serves as your main hub for Act 2. You've allied with the Ardura faction against the rival Faridun - a conflict that will shape your journey through the desert. Speak with the NPCs to unlock quests and services, then use the desert map to begin your journey to Mawdun Quarry.
Completes in Act 2 — Mawdun Quarry
Talk to everyone to unlock available quests and vendor services.
The desert map is located in the caravan and allows fast travel to different zones in Act 2.
Make your way through Mawdun Quarry toward the mine entrance. The quarry is a linear zone with checkpoints guiding the path forward.
Completes in Act 2 — Mawdun Mine
The quarry is mostly linear - follow the checkpoints and they will lead you to the mine entrance.
Descend into Mawdun Mine to confront and defeat Rudja. After the battle, speak with Risu who will join your caravan.
Completes in Act 2 — The Ardura Caravan
Follow the mine tunnels to find Rudja's location.
Risu will have dialogue after Rudja is defeated. Use a portal to return to town.
Back at The Ardura Caravan, check in with Risu before continuing your journey. Use the desert map to travel to The Halani Gates.
References: Risu
Completes in Act 2 — The Halani Gates
Risu is located in the caravan. After speaking with her, interact with the desert map to select The Halani Gates as your destination.
At The Halani Gates, speak with Asala to learn about the situation. Return to The Ardura Caravan to consult with Risu, then speak with Asala again to unlock the path to Traitor's Passage.
Completes in Act 2 — Traitor's Passage
Asala will tell you about what lies ahead.
Use the waypoint to return to the caravan and consult with Risu.
After speaking with Asala, use the desert map to travel to Traitor's Passage.
Traitor's Passage is a winding underground area. Defeat the boss Basala and collect the Djinn Barya quest item, then find your way to the exit leading back to The Halani Gates.
References: Basala · Djinn Barya · Bell Chest
Completes in Act 2 — The Halani Gates
Look for paper on the walls - this means you're getting close to Basala. Pick up the Djinn Barya quest item after defeating her.
Stairs leading up indicate you're heading the right way toward the exit.
Located in a dead end with a checkpoint. Look for monsters and gold already on the ground nearby.
Back at The Halani Gates, you must confront Jamanra the Risen King - who now possesses the Seed of Corruption that Oriana carried into the desert. Navigate the zone by unlocking three gates, then fight Jamanra. He escapes before you can finish him, taking the Seed with him. You'll encounter him again at the climax of this act.
References: Jamanra the Risen King
Completes in Act 2 — The Ardura Caravan
Stay close to the canyon edge. You'll need to cross the canyon and unlock three gates to reach the boss.
Confront Jamanra in his arena. He will escape before you can defeat him - you'll face him again later in the act.
After Jamanra escapes, navigate to the exit area and activate the checkpoint before returning to the caravan.
Look for the impaled corpses in the zone. Defeating the rare monster that spawns there rewards you with a few chests.
Use a portal to return to town.
Back at The Ardura Caravan, complete Zarka's quest for rewards and unlock access to the Trial of Sekhemas. Then speak with the NPCs and travel to Keth.
References: Zarka · Trial of Sekhemas
Completes in Act 2 — Keth
Turn in the quest items to Zarka for skill gem rewards.
Enter the trial area to activate its waypoint, then return to town. You can complete the first ascendancy trial whenever you're ready.
Use the desert map to travel to Keth.
Keth is an ancient desert city infested with snake creatures. Defeat Kabala, the Constrictor Queen, collect the Kabala Clan relic from the snake monsters, and find the exit to The Lost City.
References: Kabala, the Constrictor Queen · Kabala Clan relic
Completes in Act 2 — The Lost City
Kabala is located roughly in the middle of the zone.
Kill snake enemies until one drops the relic. It can also drop in The Lost City if you miss it here.
The exit is located at the bottom right of the zone, after crossing a large bridge. Activate the checkpoint before proceeding.
The Lost City is a ruined underground area. Navigate through to find the exit to the Buried Shrine. Optional treasures include the Golden Tomb and the Ninth Treasure of Keth.
References: Golden Tomb · Ninth Treasure of Keth
Explore the ruins to locate the path forward.
A hidden tomb with a spirit gem reward.
Look for a large gilded beetle. The event appears as 'The Galleria' on the map.
The Buried Shrines contain the entrance to the Heart of Keth, a boss arena where you'll face Azarian the Forsaken Son. Complete optional encounters for rewards, defeat the boss, and perform the goddess ritual to obtain the Essence of Water.
References: Heart of Keth · Azarian the Forsaken Son · Essence of Water
Completes in Act 2 — The Ardura Caravan
A sarcophagus guarded by enemies with a support gem reward.
An optional event that rewards a resistance ring. A ruby ring is recommended for the upcoming boss fight.
Explore the shrines to locate the path to the Heart of Keth.
A challenging boss fight - fire resistance helps here.
Speak with the goddess, loot the cinders, burn the goddess, then collect the Essence of Water.
Use a portal to return to town.
Back at The Ardura Caravan, speak with Zarka to turn in your quest and receive rewards. Then use the desert map to travel to the Mastodon Badlands.
References: Zarka
Completes in Act 2 — Mastodon Badlands
Turn in the Essence of Water to Zarka for a support gem reward.
Select Mastodon Badlands from the desert map to continue your journey.
Explore the Mastodon Badlands, a vast desert area filled with hyena enemies. You'll need to discover both the Lightless Passage and The Bone Pits exits, grabbing the waypoints in each before proceeding.
References: The Bone Pits · Sun Clan relic · Shrine of Bones
Completes in Act 2 — Lightless Passage
Search the zone for the Lightless Passage entrance. Enter, activate the waypoint, then return to the Mastodon Badlands.
Locate the zone exit leading to The Bone Pits. Enter, activate the waypoint, then return to the Mastodon Badlands.
Hyenas have a chance to drop the Sun Clan relic. Don't stress if you don't find it here - it's more common in The Bone Pits.
Look for a rare effigy near a checkpoint. It rewards an uncut support gem.
Navigate through the Lightless Passage to find the Well of Souls. Speak with the Lurking Creature inside, then use the waypoint to continue to The Bone Pits.
References: Well of Souls · Lurking Creature
Completes in Act 2 — The Bone Pits
Navigate through the Lightless Passage to locate the entrance to the Well of Souls.
Find and speak with the Lurking Creature inside the Well of Souls.
Use the waypoint in the Well of Souls to travel to The Bone Pits.
The Bone Pits is a dangerous cavern area. Your goals here are to defeat the zone boss to obtain a horn, and collect the Sun Clan relic from hyena enemies. Once both are obtained, portal back to town.
References: Sun Clan relic
Completes in Act 2 — The Ardura Caravan
Find and kill the boss at the end of The Bone Pits. Make sure to loot the horn from its corpse.
Continue killing hyenas throughout the zone until one drops the Sun Clan relic. This is a required quest item.
Once you have both the horn and the Sun Clan relic, use a portal to return to town.
Back at The Ardura Caravan, speak with Zarka to turn in your quest items (horn and Sun Clan relic) and receive rewards. Then use the desert map to travel to Valley of Titans.
References: Zarka
Turn in both quest items to Zarka to complete her quest and receive an uncut support gem reward.
Select Valley of Titans from the desert map to continue your journey.
Valley of Titans is a sacred area with ancient seals and a medallion that grants permanent buffs. Explore the area to activate three ancient seals, then place your relics in the medallion to choose a buff.
References: Ancient seals · Medallion
Explore the valley and click on each of the three ancient seals scattered throughout the zone.
Find the medallion near the waypoint and place your two relics inside. You'll be able to choose one of two permanent buffs - don't worry, you can change your choice later at any time.
Continue exploring until you find the zone exit leading to Titan Grotto.
Titan Grotto is a dungeon containing a powerful boss. Navigate through the grotto and defeat the boss to complete this area.
Completes in Act 2 — The Ardura Caravan
Make your way through the grotto until you reach the boss arena. Defeat the boss to complete the area.
After defeating the boss, use a portal to return to town.
Complete your business at The Ardura Caravan by speaking with Zarka and Asala, then make your way to Deshar via The Halani Gates. You'll need to sound a horn to unlock the path forward.
References: Zarka · Asala · The Halani Gates
Completes in Act 2 — Deshar
Talk to Zarka to turn in your quest, then speak with Asala. You'll receive an uncut support gem as a reward.
Open the desert map and select The Halani Gates as your destination.
Find the horn at the front of the caravan and interact with it to summon the caravan.
Once the path is unlocked, use the desert map to travel to Deshar.
Deshar is a ruined city with important quest items to find. You'll encounter an abandoned rhoa, collect the final letter from a corpse, and then make your way to Path of Mourning.
References: Abandoned rhoa · Final letter · The Forgotten Hollow
Completes in Act 2 — Path of Mourning
Find and talk to the abandoned rhoa. It's the right thing to do!
Search near a big tower for a corpse on the ground that has the final letter. This completes a quest worth 2 skill points.
Locate the exit and enter Path of Mourning. Grab the waypoint inside, then backtrack to Deshar to continue.
Search Deshar for The Forgotten Hollow location and loot the corpse inside for an Artificer's Orb.
Path of Mourning is a transitional zone leading to The Spires of Deshar. Make your way through the area to find the exit.
Completes in Act 2 — The Spires of Deshar
Navigate through the zone until you find the exit leading to The Spires of Deshar.
The Spires of Deshar is a dangerous area with powerful enemies. You'll encounter the Sisters of Garukhan who grant a resistance buff, and must defeat the boss Tor Gul the Defiler.
References: Sisters of Garukhan · Tor Gul the Defiler
Completes in Act 2 — The Ardura Caravan
Search the area to find the Sisters of Garukhan. Speaking with them grants a permanent 10% lightning resistance buff.
Find and kill Tor Gul, the boss of this zone. He's a powerful enemy so be prepared for a tough fight.
After defeating Tor Gul, use a portal to return to town.
Back at The Ardura Caravan, turn in the final letter you collected in Deshar to receive skill points. The time has come to pursue Jamanra to his stronghold. Speak with the NPCs, then use the desert map to travel to The Dreadnought - where the final confrontation awaits.
References: Shambrin
Speak with Shambrin to turn in the final letter you found on a corpse in Deshar. This grants 2 skill points.
Note: This is the second batch of 2 skill points from the letter quest chain.
Talk to any NPCs with quest markers, then use the desert map to travel to The Dreadnought.
The Dreadnought is a massive shipwreck - a colossal vessel beached in the desert sands, now serving as Jamanra's stronghold. Navigate through the wreckage to find the exit leading to The Dreadnought Vanguard where your quarry awaits.
Explore the shipwreck and find the exit leading to The Dreadnought Vanguard. The act boss is in the next zone.
The Dreadnought Vanguard contains Jamara, the Abomination - the twisted form Jamanra has taken after corrupting himself with the Seed's power. Defeat this abomination to reclaim the Seed of Corruption and complete your mission in the Vastiri.
References: Jamara the Abomination
Completes in Act 2 — The Ardura Caravan
Navigate through The Dreadnought Vanguard until you reach Jamara's arena. He's a challenging boss - prepare for a tough fight.
After defeating Jamara, use a portal to return to town.
With Jamara defeated, it's time to wrap up Act 2 and prepare for the next chapter. You'll meet a mysterious figure before departing with the caravan to Act 3.
References: The Hooded One · Asala
Completes in Act 3 — Sandswept Marsh
Exit The Ardura Caravan to find The Hooded One waiting outside. Speak with this mysterious figure to learn more about your journey.
Go back to The Ardura Caravan and talk to Asala. She will transport you to the next act.
You've entered the jungles of the inner continent, where the decaying ziggurats of the ancient Vaal civilization - once the pinnacle of power and achievement - now crumble beneath the canopy. Make your way through the dangerous Sandswept Marsh to find Ziggurat Encampment, the main town for this act. Several optional encounters offer valuable rewards along the way.
References: Rootredge · Azak Campfire
Completes in Act 3 — Ziggurat Encampment
Navigate through the marsh to locate the exit leading to the town.
An optional boss encounter that rewards a skill gem.
Locate the orok campsite called 'Azak Campfire' and defeat the two rare enemies guarding it.
Search for a hanging tree with a lootable corpse nearby.
Ziggurat Encampment is built within the shadow of ancient Vaal ruins - a testament to the civilization that once ruled these jungles under Queen Atziri's command. Speak with the NPCs to learn about your objectives, then exit into the Jungle Ruins to begin exploring.
Completes in Act 3 — Jungle Ruins
Talk to the various NPCs to receive quests and learn about the area.
Leave the encampment through the exit leading to the Jungle Ruins.
The Jungle Ruins is a hub zone with multiple exits. Enter Venom Crypts to activate its waypoint, then return to defeat The Mighty Silverfist and discover the exit to Infested Barrens.
References: Infested Barrens · The Mighty Silverfist · Troubled Camp · Matlan Waterways
Follow the trail of snakes on the ground — they will lead you to the Venom Crypts entrance. Enter the zone, activate the waypoint, then return to Jungle Ruins. If you've already activated the Infested Barrens waypoint, you can skip returning and travel directly to the crypts.
Find and kill The Mighty Silverfist boss for 2 skill points.
Enter Infested Barrens and activate the waypoint inside. If you've already found the Venom Crypts waypoint, use the Infested Barrens waypoint to travel directly to the crypts.
A hidden camp in the Jungle Ruins containing a merchant NPC and multiple chests. Rescuing the merchant will mark the location of the Infested Barrens on your map.
Located near the zone's waypoint.
Navigate through the Venom Crypts to find the corpse containing the venom phial, a quest item needed for an NPC in town.
References: Venom Phial
Completes in Act 3 — Ziggurat Encampment
Search the crypts for a lootable corpse that contains the venom phial quest item.
After obtaining the venom phial, use a portal to return to town.
Search for a hidden room containing multiple sarcophagi. One of them contains a valuable reward.
Back at Ziggurat Encampment, turn in the venom phial to Servi for your reward. Then use the waypoint to travel to Infested Barrens.
References: Servi
Completes in Act 3 — Infested Barrens
Speak with Servi in Ziggurat Encampment and hand over the venom phial.
Travel to Infested Barrens using the waypoint you discovered in Jungle Ruins.
The Infested Barrens is a hub zone with multiple exits to discover. Find all three exits and grab their waypoints.
References: Matlan Waterways · Jungle Ruins · Troubled Camp · Sebastian Carroway
Completes in Act 3 — Chimeral Wetlands
Find the Chimeral Wetlands entrance and enter the zone to proceed.
A hidden camp in the Infested Barrens containing the merchant Sebastian Carroway and multiple chests. Sebastian will point you to the location of Chimeral Wetlands.
The Chimeral Wetlands contains a Trial of Chaos and a chimera boss guarding the entrance to Juquani's Machinarium. Discover the trial and defeat the boss to proceed.
References: Trial of Chaos · Chimera Boss · Ravaged Camp · Toxic Bloom · Noxious Behemoth
Locate the trial entrance, enter to activate the waypoint, then return to the Wetlands. You can complete the trial at any point from now on.
Follow the left-hand border of the zone to find the chimera boss.
The entrance is behind the chimera boss.
A hidden camp in the Chimeral Wetlands containing a few chests.
Locate the Toxic Bloom area and defeat the Noxious Behemoth for a reward.
The first soul core is located either left or right of where Alva stands. Use it to open the first door.
There are three soul cores in total, but you only need two. The third door only contains gold and a chest.
Find and kill Blackjaw to receive a permanent 10% fire resistance bonus.
Use the checkpoint to return to the exit area, then enter Juquani's Sanctum.
Juquani's Sanctum is a complex zone with generators that need to be activated using soul cores. Find the cores, power up the generators, defeat the boss Zicoatl, and obtain the large soul core.
References: Alva · Soul Core · Zicoatl · Infested Barrens
Completes in Act 3 — Jungle Ruins
Don't forget to activate the waypoint right after entering the zone.
Talk to Alva to learn about the zone mechanics.
Soul cores spawn at random locations throughout the zone.
The generators are always located to the left and right of Alva's position. Use the soul cores to power them.
Wait for the second soul core to reach Alva (watch for red lines on the ground) before proceeding.
Kill Zicoatl and loot the large soul core from its corpse.
Return to Jungle Ruins to use the large soul core.
Insert the large soul core at the mechanism in Infested Barrens to unlock access to Matlan Waterways.
References: Soul Core
Use the large soul core at the mechanism in Infested Barrens to unlock access to Matlan Waterways.
Navigate through the Matlan Waterways by activating levers to control the water flow, then head to Azak Bog.
References: Servi
Activate each lever you encounter to control the water flow and open paths. Activate the large lever at the end to complete the zone.
Enter Azak Bog, activate the waypoint, then backtrack to Matlan Waterways.
Located near a checkpoint. Loot the corpse to summon Servi, then speak with her to receive a reward.
Azak Bog contains the boss Ignagduk who guards a spirit reward. Optionally complete the Flameskin ritual for temporary buffs before the fight.
References: Ignagduk · Flameskin ritual · Servi
Completes in Act 3 — Ziggurat Encampment
Grants 25% fire resistance and increased rarity for the rest of the zone. Complete it if you find it before the boss, but don't backtrack for it.
Find and kill Ignagduk to receive 30 spirit as a permanent reward.
Use a portal to return to Ziggurat Encampment and speak with Servi to turn in the quest.
Back in Ziggurat Encampment, descend the stairs near the well to meet Alva and enter The Drowned City.
References: Alva
Completes in Act 3 — The Drowned City
Find the stairs near the well and The Hooded One, then descend.
Talk to Alva, then proceed into The Drowned City.
The Drowned City has two major exits to discover: Molten Vault and Apex of Filth. Find both exits and grab their waypoints before proceeding.
References: Molten Vault · Apex of Filth
Completes in Act 3 — The Drowned City
Usually located to the northwest of the zone. Enter, activate the waypoint, then backtrack to The Drowned City. Only needed on first character per league.
Usually located to the northeast of the zone. Enter, activate the waypoint, then backtrack if this is your first character of the league.
Complete both the Molten Vault (to unlock the reforging bench) and the Apex of Filth (to progress the story).
References: Molten Vault · Apex of Filth · Queen of Filth · Oswald
Completes in Act 3 — Ziggurat Encampment
Find and kill the boss, then return to town and speak with Oswald to unlock the reforging bench.
The zone layout is always a huge spiral (clockwise or counterclockwise). After traveling a full 360° of the spiral, you'll find the boss.
After defeating the Queen of Filth, use a portal to return to town.
Return to the underground area beneath Ziggurat Encampment. Go down the stairs near the well (where the Hooded One awaits) and enter the Temple of Kopec.
References: Temple of Kopec · Hooded One
Find the stairs near the well where you previously spoke with the Hooded One. The temple entrance is on the opposite side from The Drowned City.
There should be a waypoint near the temple entrance.
The Temple of Kopec is a triangle-shaped zone with intense sunlight that damages you. Climb the stairs to reach the boss area and defeat Ketzuli, High Priest of the Sun.
References: Temple of Kopec · Ketzuli · High Priest of the Sun
Completes in Act 3 — Ziggurat Encampment
The temple has a triangular layout. Stairs are always located at the corners of the zone. Climb stairs twice to reach the top level.
Stay in the shade to avoid taking sun damage during the fight.
After defeating the boss, use a portal to return to town.
After defeating Ketzuli, speak with Alva to unlock access to the upper levels of the ziggurat. Take the elevator up and pass through the gateway to reach Utzaal.
References: Alva
Completes in Act 3 — Utzaal
After defeating Ketzuli, Alva will unlock access to the elevator.
The elevator is located near Alva's position.
After the elevator, go through the gateway and then down the stairs to reach Utzaal.
Utzaal is a large zone where you need to defeat Viper Napuatzi. The Sacrificial Heart needed for a later ritual may drop here. The boss and exit are both in the northern part of the zone.
References: Viper Napuatzi · Sacrificial Heart
Completes in Act 3 — Aggorat
Don't forget to activate the waypoint right after entering the zone.
She is always located toward the right side of the zone when facing north.
The heart can randomly drop from enemies in this zone. If you don't find it here, don't worry - it can also drop in Aggorat. Don't farm this zone specifically for it.
The exit is in the top-right area of the zone when facing north.
Aggorat was once the crown jewel of Atziri's empire - the greatest city of the Vaal civilization at its height. Now it lies in ruin, its grand temples reclaimed by the jungle. Navigate the Trial of Atziri using the audio cues that guide your path. Find the exit to Black Chambers and the Sacrificial Table, then complete the heart ritual for skill points.
References: Trial of Atziri · Black Chambers · Sacrificial Table · Sacrificial Heart
Completes in Act 3 — The Black Chambers
Having game audio enabled is very helpful - the voices guide you to the correct path. Continue until you find a checkpoint.
After the main plaza, the exit is always in the top-left area of the zone.
After the main plaza, the table is always in the top-right area of the zone.
If you didn't find it in Utzaal, continue killing monsters here until it drops. You need it for the ritual.
Loot the sacrificial dagger, place the heart on the table, then stab it to complete the ritual.
After completing the ritual, use the checkpoint to reach the Black Chambers exit and proceed.
The Black Chambers lie at the apex of Aggorat's great pyramid - the heart of Doryani's Machinarium, where the Royal Thaumaturge conducts his twisted experiments with soul cores and Vaal technology. Defeat Doryani, then witness the cataclysm that follows and speak with NPCs to travel to Act 4.
References: Doryani · Royal Thaumaturge · The Hooded One · Alva
Completes in Act 4 — Kingsmarch
Doryani's location depends on the zone entry angle - he'll be in either the top-left or top-right area of the zone.
After defeating Doryani, a portal opens to return to town.
Talk to Doryani in the encampment, watch the event unfold, then speak with him again.
After the events, talk to The Hooded One and then Alva to complete Act 3 and travel to Act 4.
Welcome to Ngamakanui - a region of scattered islands accessible only by ship. Unlike previous acts, Act 4 lets you choose which islands to explore and in what order. Each island contains a self-contained story with its own challenges and rewards. Speak with the NPCs in the port city of Kingsmarch to obtain your boat charter, then select Whakapanu Island to begin your adventures.
References: Doryani · Alva · Tujen · Ange · Kanu · Makoru · Boat Charter
Completes in Act 4 — Whakapanu Island
Talk to Doryani, then to Alva to receive the boat charter. Then talk with Tujen, Ange, Kanu and finally with Makoru to select an island to travel to.
Search Whakapanu Island for the Singing Caverns entrance while completing optional encounters for additional rewards.
References: Shark Fin · Torn Map Piece
Completes in Act 4 — Singing Caverns
Located approximately on the far end of the island compared to the start point.
Can be found alongside the beach part of the zone.
Can be found across the island on another beach. Trigger the fight by moving close to the water between the gaps in the rock formation.
The pirate corpse is hidden randomly in the zone.
Defeat Diamora in the Chamber of Echoes and complete optional encounters, then proceed to Shrike Island.
References: Diamora · Humming Pearl
Completes in Act 4 — Shrike Island
Find the Chamber of Echoes and kill Diamora. Then return to the ship and go to Shrike Island.
Optional objective within the Singing Caverns.
Defeat the Scourge of the Skies by destroying corrupted nests, speak with Matiki, then travel to the Abandoned Prison.
References: Scourge of the Skies · Matiki · Torn Map Piece
Completes in Act 4 — Abandoned Prison
Find the corrupted nests and kill the Scourge of the Skies.
After defeating the Scourge, talk to Matiki before leaving the island.
Search for a dead sailor's corpse hidden on the island containing a map piece.
Return to the ship and travel to Abandoned Prison.
Defeat monsters to obtain the Chapel Key, then clear the chapel area and proceed to Solitary Confinement.
References: Chapel Key · Armament
Completes in Act 4 — Solitary Confinement
Kill monsters until the Chapel Key drops. Open the Chapel Door and kill the rare and its minions.
Find the exit and enter Solitary Confinement.
A hidden area in the Abandoned Prison containing multiple chests.
Defeat The Prisoner and optionally encounter Bronnach the Manhunter for additional rewards, then proceed to Isle of Kin.
References: The Prisoner · Rogue Exile
Completes in Act 4 — Isle of Kin
Find and kill The Prisoner, then travel to Isle of Kin.
Bronnach is a Rogue Exile
Defeat The Blind Beast in the Primal Arena and complete optional encounters, then proceed to Volcanic Warrens.
References: The Blind Beast · Torn Map Piece
Completes in Act 4 — Volcanic Warrens
Defeat Krutog, Lord of Kin at the Tyrant's Throne, then speak with Matiki before returning to Kingsmarch.
References: Krutog, Lord of Kin
Completes in Act 4 — Kingsmarch
Find the Tyrant's Throne and kill Krutog, Lord of Kin. Then speak to Matiki before returning to Kingsmarch.
Complete the Kingsmarch quest, then travel to Eye of Hinekora.
Completes in Act 4 — Eye of Hinekora
Navigate through the cavern, complete tests of mettle, find the Silent Hall, and proceed to the Hall of the Dead.
Completes in Act 4 — Halls of the Dead
The level is pretty linear, keep an eye out for offshoots to find the Silent Hall.
Note: The Silent Hall is generally found after the 3rd Test of Mettle.
Progress through the cavern and complete each 'test of mettle' encounter
There is a rare chest hidden behind a waterfall.
Complete the three tests of blank tattoos, defeat Yama the White, and obtain the silver coin to proceed to the Trial of the Ancestors.
References: Yama the White
Completes in Act 4 — Trial of the Ancestors
Find Yama's Test to defeat Yama the White. Then loot the silver coin.
They are found on the way to Yama the White.
Speak with Navali to obtain the Tattoo of Hinekora, then return to the ship and navigate to Arastas.
References: Navali · Tattoo of Hinekora
Completes in Act 4 — Arastas
Afterwards return to the ship and navigate to Arastas
Follow Missionary Lorandis, defeat Torvian, Hand of the Saviour, and complete optional encounters before proceeding to The Excavation.
References: Missionary Lorandis · Torvian · Hand of the Saviour
Completes in Act 4 — The Excavation
Follow Missionary Lorandis into the church, then exit again. Destroy the forcefield with any attack or spell. Find the Excavated Pit and kill Torvian, Hand of the Saviour.
Defeat Benedictus, First Herald of Utopia at the Precursor Forge, witness lore events, and complete optional encounters before returning to Kingsmarch.
References: Benedictus · First Herald of Utopia
Completes in Act 4 — Kingsmarch
After killing Benedictus, First Heral of Utopia, witness the lore events then return to Kingsmarch.
Travel to Kedge Bay to investigate the ghostly shipwreck known as Journey's End. This haunted vessel holds secrets about the Verisium needed to free a trapped soul.
References: Kedge Bay · Torn Map Piece
Completes in Act 4 — Journey's End
Use the ship to sail to Kedge Bay.
Explore Kedge Bay and locate the entrance to the ghostly shipwreck Journey's End.
Search the beach for a dead sailor's corpse containing a map piece.
Journey's End is a haunted shipwreck where the ghost of Captain Hartlin guards the Verisium. Speak with Tujen to learn about the situation, then confront and defeat the captain to claim the precious material.
References: Tujen · Captain Hartlin · Verisium
Completes in Act 4 — Kingsmarch
Find Tujen aboard the ship and learn about Captain Hartlin and the Verisium.
Navigate through the ship to locate the Captain's Chair where Hartlin awaits.
Battle and defeat the ghostly Captain Hartlin.
Loot the Verisium from Captain Hartlin's remains.
Return to town with the Verisium to have it crafted into something useful.
Danig in Kingsmarch can forge the Verisium into spikes capable of breaking the magical prison holding Freya Hartlin captive aboard Journey's End.
References: Danig · Verisium Spikes
Completes in Act 4 — Journey's End
Give the Verisium to Danig the blacksmith and he will forge it into Verisium Spikes.
Use the waypoint to travel back to Journey's End with the spikes.
Freya Hartlin, the captain's daughter, is trapped in a magical prison aboard Journey's End. Use the Verisium Spikes to shatter her bonds, but be prepared - freeing her will trigger waves of ghostly defenders.
References: Freya Hartlin · Verisium Spikes
Completes in Act 4 — Kingsmarch
Find and speak with the imprisoned Freya Hartlin to learn about her plight.
Use the Verisium Spikes on each of the pillars that form Freya's magical cage to break the enchantment.
Breaking the prison triggers waves of ghostly defenders. Survive and defeat them all to complete the rescue.
With Freya freed, return to Kingsmarch to collect your reward.
After recovering the weapon meant to defeat the Beast, the Kauri leader Tavakai has taken it for himself and succumbed to its power. You must track him down and stop him.
Completes in Act 4 — Ngakanu
Speak with Tujen in Kingsmarch to receive a reward.
Speak with the NPCs in Kingsmarch to learn about Tavakai's betrayal, then board the ship to Ngakanu.
Navigate Ngakanu Island, find the Heart of the Tribe, and complete optional encounters for additional lore.
References: Kaimana
Completes in Act 4 — Heart of the Tribe
Find the Sacred Interior, defeat Tavakai in the final boss encounter, witness the aftermath, then return to Kingsmarch.
References: Tavakai · Sacred Interior
Completes in Act 4 — Kingsmarch
Navigate through Heart of the Tribe to find the Sacred Interior.
Fight and defeat the corrupted Kauri leader.
After defeating Tavakai, watch the lore events unfold and speak with him.
Portal back to Kingsmarch.
Speak with the Hooded One to begin the interlude sequence and proceed through the linear path to The Refuge, completing Act 4.
References: Hooded One
Completes in Act 6 — The Refuge
This is the end of act 4. The interlude is very linear, without optional steps, just clear it in any order.