Quests: 3 · Act: Act III · The Final Repository
Unlocks: Endgame, post-game free roam
1. The Final Repository
The campaign's climax: the confrontation with Ranrok and the repository itself. The fight is the longest in the game and comes in phases, so treat your potions and your Ancient Magic meter as resources to be spent across the whole encounter rather than saved.
2. The Choice
The Repository asks you to decide what happens to the magic held inside it. It is the game's one significant story choice, and it is presented plainly rather than hidden behind a skill check.
Neither option gates content or changes your abilities afterwards — the difference is what your character believes.
Whichever you pick, Professor Fig is fatally injured before the credits roll — that part of the ending doesn't change. Once the decision is made, Ranrok turns into a dragon and the fight runs across three phases. He can't be damaged while there's no health bar on screen, so the real objective in each phase is matching your spells to the coloured orbs he throws out — one orb in the first phase, then two or three in each phase after — to expose him and open the window to attack.
3. The House Cup and After
The House Cup closes the campaign. The world stays open afterwards, and everything you left undone is still there: collectibles, companion quests and the remaining challenges.
If you are going for completion, the main story tracker and the collectible trackers will show you exactly what is left.