Where: the whole map again, changed: the seas have drained, new paths are open on the seabed, and a red fog closes in from the edges.
Main quests: Dreams Apart, A Scholarly Pursuit, Halls of the First Dawn (with its five evacuation quests) and When Wills Collide.
What to watch for: this world is on a timer. The fog swallows places, and the people in them, as time passes, so avoid sleeping, use Ferrystones and deal with the settlements nearest the edges first.
1. Dreams Apart
You wake near the Dragonforged’s shrine north of Bakbattahl, without your pawn.
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1
To the laboratory
Head south to the Forbidden Magick Research Laboratory in Bakbattahl. The roads hold more and stronger monsters than before, so avoid fights until your pawn is back.
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2
Phaesus
Phaesus is in his room above Ambrosius’s office. He found your main pawn collapsed by the roadside and has kept it. Exhaust his questions and you are reunited, which completes the quest.
2. A Scholarly Pursuit
A red beam of light stands in the middle of Bakbattahl, outside the palace door.
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1
Answer the beacon
Approach it and present your godsway. A dragon statue appears, guarded by a barrier and spectral enemies.
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2
Escort Phaesus
Phaesus looks for another way to the statue. Follow him through the city, over the spires and across the dye fields, killing what attacks him. Rocks fall from the sky in the fields; a marker on the ground shows where each will land.
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3
Break the statue
He leads you through the laboratory and the palace to the statue. Clear the last group, including goblins and harpies, and destroy it to end the quest.
3. Halls of the First Dawn
The Seafloor Shrine now stands on dry seabed north of the laboratory, and the walk there is crowded with skeletons and zombies.
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1
Rothais and Luz
In the shrine’s central courtyard, Rothais tells you more of this world and calls the former Arisen together. Luz asks you to save as many people as you can by sending them to the shrine. Activate the Portcrystal there; you will be coming back.
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2
Bakbattahl and Checkpoint Rest Town: Civil Unrest
Speak to Empress Nadinia, who sends you to Menella. Settle the quarrels in the city to start the evacuation.
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3
Vernworth: The Regentkin’s Resolve
Brant, at the Stardrop Inn, cannot move the city alone and sends you to the Regentkin, Sven.
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4
Sacred Arbor: Wandering Roots
The elves’ leader, Taliesin, has to be persuaded; his son Glyndwr helps you reach him.
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5
Volcanic Island Camp and the excavation site
At the camp, The Importance of Aiding Ernesto has you help Ernesto persuade Lamond. At the excavation site, Shepherd of the Pawns begins with Henrique.
Other red beams stand across the map. Each one, when answered, summons a powerful boss. When there is nothing more you can do, a final beam appears at the Seafloor Shrine: touching it ends the game, so leave it until everything else is done.
4. When Wills Collide
Phaesus has a plan for Talos, the gigantus you fought on Volcanic Island.
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1
The Talos sequence
Fextralife and Game8 describe When Wills Collide as the quest where you follow Phaesus to the fallen Talos, north of the Volcanic Island Camp, with your main pawn, and watch Talos rise and fight; Gamer Guides’ page of the same name describes the final beacon at the Seafloor Shrine instead.
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2
The final beacon
Present your godsway to the last beam at the Seafloor Shrine. You find yourself on the Dragon’s back while the credits roll, and make your way across it to finish the story. Afterwards the game moves on to New Game Plus.
5. Chapter Completion
✅ Before Touching the Last Beacon...
Cross-checked
Cross-checked on 9 October 2026 against the walkthroughs of Fextralife, Game8, IGN and Gamer Guides. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.