Fabled Lands

Fabled Lands

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Fabled Lands Achievements Guide
By Kurufinwe
A guide for all the achievements in the game. The guide just needs up few more touch-ups to be fully-updated for version 2.0, including the new DLC.
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Character Goals: The Basics (6)
These achievements correspond to general objectives that can be completed in various locations, all without leaving Sokara and usually without much difficulty.

Bring Me That Horizon
Purchase a ship.

This can be done at the harbour in any of the various coastal cities.

If you absolutely do not want to spend money on a ship, you can get one for free in Tigre Bay (see Siren’s Call).

Death Is Just a Flesh Wound
Get a resurrection deal.

This can be purchased from various temples throughout the game. You can also get a free resurrection deal as a reward for certain tasks; see One of a Kind and A Ghoulish Task for those.

When playing in Explorer or Adventurer mode, you start the game with a resurrection deal, which will instantly unlock the achievement.

Have Weapon – Will Travel
Complete 10 quests.






Higher Calling
Become an initiate at any temple.

This usually requires paying a small amount of money.




Home Is Where You Hang Your Armour
Acquire a house.

This is available in most cities and usually costs around 200 shards.

Completing the quest “Rat Problems” in Yellowport (see Exterminator) and returning to the sewers afterwards also lets you get a home for free.


The Wolf of Shard Street
Have 2000 gold in investments at the merchants’ guild.

Go to the merchants’ guild in any major coastal city and invest some money. Then, check on your investments. If you have at least 2000 shards invested after the dice roll, the achievement will trigger.

Check Making money in the Survival guide if you want detailed explanations of how the system works. If you just want the achievement, get a Luck blessing at the temple of the Three Fortunes in Caran Baru, then head to Yellowport and explore the harbour area by day. Go to the merchants’ guild and invest 2300 shards. Check on your investments: you have a 72% chance of ending up with at least 2000 shards; if you would lose more than 10% of your investment, use the Luck blessing to reroll instead (which puts your chance of success at 92%).

Or just save and reload.
Character Goals: Challenges (4)
These achievements correspond to challenges that can be completed in various locations; they are aimed at high-rank characters and may require some planning.

Fortune Favours the Bold
Have 5,000 shards.

Note that you need to have 5,000 shards in your inventory for the achievement to trigger. Money stored in your house or at the merchants’ guild does not count.

You should be able to get that much money pretty easily just by exploring the world, especially once you explore beyond Sokara. However, if necessary, you can check Making Money in the Survival guide for ideas.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566674510

Power Overwhelming
Reach rank 10.

This achievement is missable!

As of version 1.3, there are exactly 9 ways to increase your rank in the base game, i.e. exactly enough to reach rank 10:
  1. One profession-specific goal in Sokara (see below)
  2. One profession-specific goal in the Great Steppes (see below)
  3. The first half of the Sokaran civil war questline (see Assassin! or Usurper!)
  4. The second half of the Sokaran civil war questline (see The North Remembers or The New Order)
  5. Slay a dragon (see Dragon’s Lair)
  6. Explore a haunted castle (see Bookworm)
  7. Awaken the High King (see Lullaby Dirge)
  8. Retrieve the Sceptre of Kings (see Rise a Knight!)
  9. Join the Uttakin nobility (see The Masquerade)
There are several goals that can be completed by any character, but for which the reward depends on your profession. If you belong to the proper profession, you gain a rank; otherwise, you gain 1 in that profession’s main ability (e.g. Sanctity for priests). Here are those goals for each profession:
  • Mage: Transmutation; Arkane Kombat
  • Priest: Eucharist; Divine Reflections
  • Rogue: Blasphemous Burglary; Nightstalker!
  • Troubadour: This One’s a Tribute; Dissonant Harmonies
  • Warrior: Knightfall; No Guts, No Glory
  • Wayfarer: Cross-polination; Beam Me Up
(For some reason, Warriors get a chance to gain a rank in Golnir rather than in the Great Steppes.)

The “Lords of the Rising Sun” DLC adds two more options to rank up:
  1. Kill the giant in the Black Pagoda (see Towering achievement)
  2. Attain enlightenment (see One With Everything)

Losing a rank is very bad if you hope to get the achievement (and completely disqualifying without the DLC). Here are the circumstances that can lead to losing a rank (the first two are in Golnir, the next five in the Steppes, the final one in Akatsurai):
  • Read the cursed book in Castle Orlock while not being an initiate of Lacuna (see Bookworm). This resets your rank to 1, so you probably lose more than one rank.
  • Open the silver chest while trying to get the spirits’ treasure (see Not Today).
  • Fail a Thievery roll [12] in the daimyo’s palace (see Nightstalker).
  • Get captured by Avar Hordeth (in his villa or at sea) after robbing him (see What’s Yours Is Mine).
  • Fail a Sanctity roll [12] in the Marshland (see Tomb Raider).
  • Fail a Scouting roll [13] in the Ice mine (see Lullaby Dirge).
  • Fail a Charisma roll [16] in the Ice mine (see Lullaby Dirge).
  • Receive a boon from Clearwater shrine (east of Shingen) and roll a 6.
Be particularly careful around those events.

Top Gear
Equip the best available equipment (not including weapons).

As of version 1.3, you need to simultaneously equip a +7 suit of armour, a +5 wand, and trinkets that give a +3 bonus to Charisma, Thievery, Sanctity and Scouting.

Vulcanium mail (Defence +7) can only be acquired through two fairly-obscure ways in Golnir:
  • It can be purchased from the trau in Haggart’s Corner for 1600 mithrals. The only way to get mithrals is to sell something to the trau. Faery mead sells for 900 mithrals and is probably the best way to get mithrals; see the Survival guide for where to find some. Warning: At the end of the trade, you must pay the trau 1 mithral. If you can’t, probably because you didn’t have anything to sell, they will take you with them and you will die.
  • It can be made using Molhern’s smithy. See the corresponding section in the Survival guide for details.
All the other necessary items can be purchased from the Grand Bazaar in Aku for a total of 12,000 shards. Some can also be found for free as rewards for quests and exploration. Check the Survival guide for a complete list.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566674510

[LRS] Power Unleashed
Reach rank 12 and base 12 in every ability.

This achievement requires the “Lords of the Rising Sun” DLC!

This achievement is missable!

See Power Overwhelming for the list of ways to gain a rank. Raising your abilities to 12 should happen naturally over the course of the game. Check this guide and the Survival guide if you’re missing a point or two.
Character Goals: Iron Adventurer (1)
Reach rank 10 in Ironman mode.

This achievement is missable!

See Power Overwhelming for the tasks you have to complete to reach rank 10. This section is devoted to general tips to achieve this without saving/reloading your game. For a full list of where to find equipment, money and ability increases, refer to the Survival guide (link at the end of this section).

Prepare for the worst
The first rule of Ironman mode is: You Will Die. It doesn’t matter how well you mastermind every move or how careful you are, at some point the dice will decide to kill you. You need to accept that and prepare accordingly.

Always have a resurrection deal active. This is expensive, but every resurrection deal gets a large discount if you can become an initiate of the corresponding deity. Here’s how you can get a cheap deal in the early game, when money is tight:
  • Tyrnai (Yellowport, Caran Baru): need a base Combat of 6; warriors start with this, wayfarers and rogues can get there pretty easily.
  • Nagil (Trading Post): make a successful Sanctity roll [10 on your first attempt, 15 afterwards]. If this proves problematic for your character, take the road from Wishport to Haggart’s Corner (in south-eastern Golnir) and roll 9-12 to meet knights of Nagil, who will simply make you a follower; you can then immediately set up a resurrection in Metriciens before heading back to Sokara.
There are a few deaths that you cannot resurrect from. Avoid those at all costs:
  • Assassinating the Baroness in Castle Ravayne;
  • Dying to the vampires in Old Harkuna (see Primal Instinct).
Whenever you resurrect, you lose all your items and money. Some events may also cause that to happen. Have a stash in every region (they all connect) and store money and equipment so that you can rebuild if you lose everything. (You rarely need to carry more than 300 shards on you.) The Grand Bazaar in Aku is particularly useful; it sells all the best trinkets, and some powerful weapons and armour.

Be careful with quest items. Losing one means failing the quest, which can lock you out of the achievement. Only carry a quest item on you when you absolutely need to, and plot your path carefully to avoid losing it.

While equipment can be lost, knowledge cannot. Find permanent improvements to your abilities and invest in combat skills.

Plan ahead
The only way you will get the achievement is if you carefully plan each step of your journey. Study this guide and the Survival guide to know where to find what you need, and what dangers to expect.

Figure out which adventures are worth tackling based on the risks and rewards, and order them such that you never have to make a roll you’re not confident about. Never do something dangerous just for money or equipment; there are plenty of safe (if repetitive) ways to make money, and equipment can be purchased. On the other hand, ability increases are irreplaceable.

For example, you should do “The Stolen Chest” (see Transmutation) as soon as possible. If you can pay the 165 shards for the silver nugget, you can complete the quest without a single roll or fight. And the rewards are spectacular: +1 to an ability of your choice, +1 Magic (or +1 rank), three useful items.

Finally, make sure never to lose a rank, as that will doom the run. Check the list in Power Overwhelming. Make sure to steer clear of those events if possible. Venturing into the Ice mine is the only one that’s unavoidable; prepare accordingly.

Master randomness
The game has a lot of randomness, especially the ability rolls, but it also gives you plenty of tools to tame it. The section on ability rolls in the Survival guide has all the details. The takeaway is
  • Get equipment to improve your abilities;
  • Get as many permanent ability increases as you (safely) can;
  • Always have blessings for every ability, as well as a Luck blessing;
  • If push comes to shove, combining an ability potion, an ability blessing, and a Luck blessing will increase your chances of success tremendously.
And still, 95% is not 100%. Do all you can to improve your odds, but prepare for the worst anyway.

Have an exit strategy
There are a few situations where you simply cannot afford to fail, such as rolls that may make you lose a rank. For those cases, it is good to be able to escape the consequences of your own actions. There are currently three items that let you teleport away:
  • The moonstone of teleport (1 charge): In Marlock City, the first time you explore the residential quarter, make a successful luck roll to receive the stone. (Warning: You only get one chance to do this! It is worth waiting until you have a Luck blessing before you explore the area.)
  • The rod of teleportation (2 charges after the compulsory initial use): Received when you reach the Underworld (see Beam Me Up).
  • Targdaz’s Recall spell (1 charge): Received when taking possession of a castle (see Castle Doctrine). Note that you must roll 2 dice when you use it, with negative consequences for 2-6, including losing all your items.
If you fail a roll you cannot afford to fail, you can teleport away after seeing the result instead of clicking Failed Roll; this allows you to avoid a catastrophic outcome and return later to try again.

If all else fails, just cheat!
The game only updates your Ironman save when you return to the main menu (after quitting or dying). If things are starting to look grim, you can just CTRL-SHIFT-ESC out of the game and return to your latest save.

If you intend to get the achievement fair and square (What is wrong with you??), but still would feel better with a little insurance, your saves are kept in
%HOMEPATH%\AppData\LocalLow\PrimeGames\Fabled Lands
You can save (by quitting to the main menu) at regular intervals, make a copy of that folder, and return to the game knowing you have a backup in case something goes wrong. (You might need to disable Steam Cloud sync for this.)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566674510
Sokara: Quest Goals (6)
These achievements are awarded for completing quests that appear in the Sokara and Isle of Druids sections of your quest log.

Cross-polination
Complete “In Service of the Druids”.

This achievement is missable!

Visit the Forest on the Isle of Druids. Make a successful Scouting roll [10] (lose 2 stamina and try again if you fail), then a successful Charisma roll [10, or 7 if wayfarer] or just fight the tree to reach the City of Trees and accept the quest from the druids’ leader.

Travel to the Forest of Larun in Sokara and look for the druid with a Scouting roll [12] followed by a Sanctity roll [9]; try again if you fail. He’ll give you another staff to bring back to the Isle of Druids. Do so to complete the quest.

Warning: If you lose either staff on your way between the forests, you will be unable to complete the quest and get the achievement.

Rewards: 50 shards; gain a rank (wayfarer) or +1 to Scouting (otherwise).

Exterminator
Complete “Rat Problems”.

This achievement is missable!

Visit the merchants’ guild in Yellowport and talk to the guildmaster to receive this quest. Get ready (you might want to purchase some rat poison at the market) then visit the sewers. You will need a lantern (buy one if necessary) to explore.

You’ll have to fight some ratmen; a successful Thievery roll [11] will make the fight easier. Then make your way to the “thrown rum”. You have two ways to deal with the king (bluffing your way in will not work, and charging in is the same as failing the Magic roll): 1 – Thievery roll [11]; if you fail, you get a chance to escape the sewers and try again later. 2 – Magic roll [12]; if you fail, you fight Skabb and two ratmen.

Once Skabb is dead, you can try to open his chest (which contains 60 shards and a few items) by making a Magic or Thievery roll [9]. If you fail the roll, you lose 5 stamina and destroy the contents of the chest, apart from a scroll of Ebron. (The scroll will be very useful if you plan on ever visiting Uttaku – store it carefully until then.) If you are low on stamina, you can also choose to ignore the chest and leave the sewers. Either way, bring Skabb’s amulet to the merchants for your reward.

Warning: If you lose the amulet, for instance by dying and resurrecting (in Champion or Ironman difficulty), you will be unable to complete the quest and get the achievement. Do not try to open the chest if you are below 6 stamina!

You can return to the sewers and use the place as a home afterwards.

Rewards: 450 shards; free home in Yellowport. In Skabb’s chest: scroll of Ebron (even if you failed to open the chest); 60 shards; mandolin (Charisma +1); potion of healing.

Knight In Beastly Armour
Complete “Damsel in Distress”.

Make your way to Fort Estgard, near the border to Nerech. The commander will task you with rescuing his daughter from the manbeasts.

Cross into Nerech and head for the hill. Fight the manbeasts, then try put the helmet on. A successful Sanctity roll [11, 9 if Priest] will warn you of the helmet’s danger. Proceed anyway. You now must make a successful Magic roll [14, 12 if the Sanctity roll was successful] or die immediately. If you survive, you can also go to your character sheet and equip the helmet there; it increases your odds of blocking, but decreases your Sanctity.

Go through one more fight to rescue the daughter. You bring her back to the fort and receive your reward.

Rewards: +1 to Combat; +1 to Magic; helmet (5% block chance, Sanctity -1); naginata (Combat +1); seal of the Black pagoda.

This One’s a Tribute
Complete “The Greatest Story”.

This achievement is missable!

Visit the tavern in Marlock City and listen for rumours to start the quest.

Make sure you have some climbing gear and go to the Eastern foothills in north-eastern Sokara. Climb then make a Magic roll [10]. If you fail that, a successful Scouting roll [10] will set you back on track. Failing both rolls means instant death.

If you survive, you find Damor the hermit. Ask him about the Greatest Story to hear some platitudes and conclude the quest.

(Damor, being, after all, a hermit, does not like visitors and will only talk to you once. If you visit him before receiving the quest, you will be unable to complete it.)

Reward: Gain a rank (troubadour) or +1 to Charisma (otherwise).

Transmutation
Complete “The Stolen Chest”.

This achievement is missable!

In Marlock City, explore the Street of Entertainers. Follow the man and visit the gambler’s den. Gamble if you want to. (If you don’t use a luck blessing, you should expect to lose 30% of your bet on average.) As you leave the den, you notice a scholar. Follow him, chase the muggers and help him.

(You only get one chance to do this. If you ignore the scholar on your first visit to the den, or choose not to help him, you won’t be able to do the quest and get the achievement.)

He gives you a vial of yellow dust and tells you to go and throw it in the Blessed Springs, on the eastern coast of Sokara. Go there and do as instructed: a wizard appears! He wants you to retrieve a chest from the Sea Dragon (who actually lives in a lake – go figure).

While you’re here, you may choose to explore the area to find a gorlock’s cave. If you can make a successful Magic or Scouting roll [both 11], you can explore its cave while it’s gone and find 500 shards and a silver nugget. You can also fight the beast to achieve the same result, but it might be a tough fight in the early game since the gorlock does 3-5 damage on each hit.

Proceed to the Lake of the Sea Dragon, to the south-west. If you did not get the silver nugget from the gorlock’s cave, buy one here for 165 shards. Hire a boat. The dragon appears; give it the nugget, then grab its tail as it dives back. There’s a Thievery roll [10] here, but the amulet the wizard gave you will protect you if you fail. Retrieve the chest and some nice loot. Then make your way to Trefoille, north-east of Marlock City, to conclude the quest.

Rewards: 100 shards; +1 to an ability of your choice; access to a verdigris trapdoor (teleportation); gain a rank (mage) or +1 to Magic (otherwise); choose three: enchanted sword (Combat +2), plate armour (Defence +5), magic items (Charisma +2 / Magic +2 / Sanctity +2 / Scouting +2 / Thievery +2).

[SKD] Head of Operations
PICTUREComplete “The Kingdom of Reavers”.

This achievement requires “The Serpent King’s Domain” DLC!

Visit the merchants’ guild in Marlock City and talk to the guildmaster to receive this quest. Sail to the Violet Ocean; more specifically, to the Unnumbered Isles east of Dweomer. Make a Scouting roll [15] followed by a Charisma roll [12] to gain access to the pirates’ lair.

Sneak inside; this requires a Thievery roll [13]. You can then kill Amcha, which requires a Thievery roll [14], and get his head. Failing any of the rolls generally means death. Return to Marlock City for your reward (which, as of version 2.0, you get even if you lose the head along the way).

Rewards: +1 to an ability of your choice.
Sokara: Serving the Gods (7)
These achievements are awarded for completing quests that appear in the Sokara and Isle of Druids sections of your quest log. They involve serving the gods and their priesthood, and are often (though not always) started by visiting temples.

A Ghoulish Task (Nagil)
Complete “A Ghoulish Night”.

This achievement is missable!

Visit the temple of Nagil at the Trading post on the Isle of Druids to receive this quest. Explore the town to look for the ghoul. (Note that this quest can be hard at the very start of the game depending on your profession, and you only get one chance to complete it.)

You start with a Magic roll [10]; if you succeed, you can buy some salt and iron filings for 15 shards. Then make a Scouting roll [9 if the Magic roll was successful, 11 otherwise] and, if successful, a Charisma roll [9]. If fail any of those two rolls, the ghoul will bite you and you will lose 4 stamina and gain a disease that reduces your Charisma, Combat and Sanctity by 1.

You then have three ways to kill the ghoul: 1 – Use the salt and iron filings to defeat it instantly. 2 – Sanctity roll [9]; lose 2 stamina then fight if failed. 3 – Fight (the ghoul has fairly weak stats but 15 stamina!).

Then return to the temple for your reward.

Warning: If you die during this quest and resurrect, you will be unable to complete it and get the achievement.

Reward: Choose one: amber wand (Magic +1), 500 shards, free resurrection deal.

Blasphemous Burglary (Sig)
Complete “The Golden Chain Mail”.

This achievement is missable!

Visit the temple of Sig in Marlock City to start this quest. You are told to steal a suit of armour from the temple of Tyrnai in Caran Baru. Note that this is a very hard task, and you only get one chance: if the heist fails, you won’t be able to retry and get the achievement. Start by becoming a Follower of Sig, which will give you +1 Thievery. (You will lose that point if you decide to renounce Sig later.) Also, make sure to stock up on blessings, including a Luck blessing from the temple of the Three Fortunes in Caran Baru. Finally, unequip any Sanctity-boosting equipment you might have before you start the heist.

First, you have to deal with the golems guarding the armour. Make a Magic [11] and a Thievery [11] roll. If you fail the Thievery roll, the quest will instantly fail (you might still be able to escape). If you failed the Magic roll, you will have to fight two golems. If you succeeded, you have to do a Combat roll [9]; if that fails, you have to fight one golem; if it succeeds, you avoid the fight. Golems are tough enemies (Combat: 7, Defence: 11, Stamina: 10, Damage: 3-5); try to avoid fighting one (let alone two!) if possible.

You can now steal the armour. A Thievery roll [12] will cost you 5 stamina if failed, and you will get cursed unless you fail a Sanctity roll [10, or 8 if you failed the previous Thievery roll].

Once you have the armour, bring it back to the temple of Sig for your reward. Never return to the temple of Tyrnai in Caran Baru, as you will get recognised and risk getting sold into slavery.

Rewards: 300 shards; gain a rank (rogue) or +1 to Thievery (otherwise).

Eucharist (Elnir)
Complete “The Lord of Thunder”.

Visit the House of Priests in Marlock City to receive this quest. Then make your way to Devil’s Peak, north of the city. Climb up by using some climbing gear and making a Scouting or Thievery roll [10] (lose 4 stamina and try again if you fail).

At the top, make a Sanctity roll [12]; if you fail, you have to fight two storm demons (they’re not too tough, but can do up to 6 damage per hit). Trek back to Marlock City for your reward.

Rewards: +3 max stamina; gain a rank (priest) or +1 to Sanctity (otherwise).

Knightfall (Tyrnai)
Complete “The Black Dragon Knight”.

This achievement is missable!

The first time you travel the road between Yellowport and Marlock City, you meet a man who wants to judge your fighting prowess. If you can make a successful Combat roll [9], he’ll ask you to defeat the Black Dragon Knight. If you fail the Combat roll, the man will lose interest and you’ll never get a chance to do the quest.

Make your way to the Dragon Knights castle (west of Caran Baru), and defeat your target (he’s not particularly tough, though he does have a Defence of 9 and 15 stamina), Go to the inn in Caran Baru and ask for Yanrit the Son (which happens to be “Tyrnai” spelt backward) to conclude the quest.

Reward: Gain a rank (warrior) or +1 to Combat (otherwise).

Pig-sticker (Lacuna)
Complete “A Sacred Tusk”.

Visit the shrine to Lacuna at the trading post on the Isle of Druids to receive this quest.

Go to the Coastal road. If you roll 9-12, you get attacked by a wereboar. Defeat it (its Combat is 8 and its Defence is 9, which should be a bit tough but manageable at the start of the game), take the tusk and bring it back to the shrine.

Rewards: +1 to Scouting; spear (no bonus).

Raider of the Lost Knowledge (Molhern)
Complete “Book of the Seven Sages”.

Visit the tavern in Yellowport and listen for rumours to meet a priest of Molhern and start this quest. You are tasked with recovering a book.

You can go to Scorpion Bight through Venefax (you might want to stock up on scorpion antidote while there). As you arrive, you have to fight two scorpion men; if you get hit, use the antidote after the fight to avoid penalties. If you have a ship, you can also sail to Scorpion Bight; this allows you to skip the fight altogether.

To find the book, start with a Thievery roll [9]; if you fail, you immediately die unless you can make a successful Luck roll (if you do, you escape and can try again later). Then make a Magic roll [9]; if you fail, you have to fight a few scorpion men. Either way, you retrieve the book. Bring it back to Yellowport for your reward.

Reward: +1 to an ability of your choice.

Retiarius (Alvir and Valmir)
Complete “Sunken City of Ziusudra”.

This achievement is missable!

Visit the temple of Alvir and Valmir in Yellowport to start the quest. Go to the Shadar Tor, on the road to Marlock City. In order to go to the sunken city, you can either examine the runes with a Magic roll [11] or deal with the merfolks on the beach with a Sanctity roll [10], then a Charisma roll [9]. Note that you can retry the runes as much as you want without penalty, whereas failing the Sanctity roll will make you lose all your items.

Reach the sunken city. You have three options to retrieve the net: 1 – Fight three creatures. 2 – Magic roll [11]. 3 – Scouting roll [11]. Failing one of the rolls just lets you pick another option without penalty. However, you can only infiltrate the city once; if you leave without the net, or die and resurrect, you will be unable to complete the quest and get the achievement. Once you have the net, go back to Yellowport to conclude the quest.

Rewards: 100 shards; magic trident (Combat +2).
Sokara: The Civil War (4)
You can get involved in the civil war going on in Sokara by choosing to support either Nergan Corin or Grieve Marlock. Each side offers two quests that must be completed in order. You have to pick a side: completing a quest for one party will prevent you from working with the other. (You may start both sides’ first quest, but completing one will cause the other to fail.)

Assassin! (King Nergan, part 1)
Complete “Assassin in Disguise”.

This achievement is missable!

Go to the Coldbleak mountains, east of Caran Baru. (You’ll need some climbing gear.) Claim you support King Nergan. Convincing the captain will require a Charisma roll [9, or 8 if warrior, rogue or wayfarer]; you can leave and retry if you fail. The king will ask you to assassinate governor Marloes in Yellowport.

Head there. You can try to make a Charisma roll [11] to convince the guard to let you in; just bribe him if it fails. To perform the assassination, you must make a Combat or Magic roll [14]. If successful, you need to make a Luck roll to escape (with a bonus if you are a rogue, troubadour or wayfarer). Once the deed is done, return to Nergan for your reward.

If you fail either roll, you will be captured, all your possessions will be taken and you will be sold into slavery. It is possible to escape from there (by making a Thievery roll [10]) and continue the quest.

Rewards: Gain a rank; 500 shards.

The North Remembers (King Nergan, part 2)
Complete “The North Remembers”.

This achievement is missable!

Travel to Beladai’s camp south of Yarimura. The general asks you to help him take the citadel of Velis Corin.

Before going to the citadel, if you haven’t already done so, explore the caves in the Western foothills by making a successful Scouting roll [13], then return to Beladai to let him know about the secret tunnels. Beladai will also give you an officer’s pass.

Go to the citadel. Thanks to the pass, the guards let you in. If you are able to make a successful Thievery roll [14] and then a successful Combat roll [15], you open the gate. (Failing either roll means instant death.) Beladai’s forces make a surprise attack and take the citadel, concluding the quest.

Rewards: Gain a rank; +1 to Combat; 500 shards.

Usurper! (General Marlock, part 1)
Complete “King Slayer”.

This achievement is missable!

Visit the provost marshal in Yellowport to start this quest. You can try to make a Charisma roll [11] to convince the guard to let you in; just bribe him if it fails. The provost marshal wants you to assassinate the pretender to the throne, Nergan Corin.

Go to the Coldbleak mountains, east of Caran Baru. (You’ll need some climbing gear.) Claim you support King Nergan. Convincing the captain will require a Charisma roll [9, or 8 if warrior, rogue or wayfarer]; you can leave and retry if you fail.

Once you meet the king, kill him; this requires a Combat or Thievery roll [12] and failure means instant death. In order to escape, you then need to make a successful Thievery or Scouting [9] roll. (If you fail that one, you die but retain the king’s ring if you have a resurrection deal, enabling you to continue the quest.)

Travel back to Yellowport to conclude the quest.

Rewards: Gain a rank; 500 shards.

The New Order (General Marlock, part 2)
Complete “Defend the Citadel”.

This achievement is missable!

Visit the palace in Marlock City to start the quest. You are tasked with helping defend the citadel of Velis Corin, at the border between Sokara and the Great Steppes. Go to the citadel. There, the commander wants you to assassinate General Beladai.

Don’t head north just yet. Leave the citadel on the Sokaran side and explore the Western foothills. Enter the cave (you can fight some wolves south of the citadel if you need a pelt) and explore by making a successful Scouting roll [13]. Return to the citadel and tell the commander about the tunnels. You’ll also receive a stealth potion. (This is not strictly necessary, but it will make things easier.)

Head north to the camp and try to kill Beladai. You’ll have to make successful Thievery and Magic rolls [both 14]; failing either roll means instant death. Once the deed is done, the Sokaran troops will attack, which will let you escape safely.

The citadel commander rewards you for your actions. You should then go back to Marlock City to conclude the quest.

Rewards: Gain a rank; 1000 shards; choose one: enchanted sword (Combat +2), magic items (Charisma +3 / Magic +3 / Sanctity +3 / Scouting +3 / Thievery +3).
Golnir: Quest Goals (2)
These achievements are awarded for completing quests that appear in the Golnir section of your quest log.

Am I a Joke to You?
Complete “Wizardly Errands”.

Estragon, the baroness’s irritable wizard, wants you to find miscellaneous items. First, he wants a scarab amulet. There are several ways to acquire this item:
  • Go to the Grimm Riverbank north of the Magwort fens and roll 5-7 to find an inn. Spend the night and, when someone knocks, open the door. Go back to bed. To nobody’s surprise, the stranger turns out to be a vampire. Make a successful Sanctity roll [12] or fight him to defeat him. You find a scarab amulet.
  • Become an initiate of Sig, then renounce him at the temple in Ringhorn. The temple will send assassins after you. If you fail a Thievery roll [13], they will steal all your money. However, if you then make a successful Scouting roll [10], you can track the assassins, kill them, recover your money and find a scarab amulet on top of it!
  • Sail to the coastal waters near Ringhorn and roll 8-9 to encounter a ship of wizards. Attack them and make two challenging Magic rolls [16 then 17] to defeat them. (If you fail the first roll, you will lose your ship and risk drowning. If you fail the second one, the encounter will end and you will have to try again.) They will offer you tribute; there is a chance that this will be a scarab amulet. (The game picks the tribute by secretly rolling a die; you cannot use a luck blessing to affect that roll.)
  • Defeat the snake demon in the City of Ruins (see Tomb Raider; you do not need to do the whole quest, just enter the City of Ruins and kill the snake).
After you bring him the amulet, Estragon teaches you some magic then demands a mermaid’s coral-red tresses. Sail to the coastal waters near Ringhorn and roll 10-12 to encounter mermaids. Speak to one of them and catch her by rolling less than or equal to your rank on one die. If you fail, she will curse you and a storm will strike; you will have to return and try again later if you survive. If you succeed, you will get her hair-pin and tresses.

Finally, after teaching you another trick, Estragon will ask for a golden katana. No need to go to Akatsurai, look for one in Golnir. Make your way to the Magwort fens in south-eastern Golnir. You need a successful Scouting roll [13] to find your way through the fens (if you fail, you will have to fight a warthog, then leave and try again later) and discover a chest with a golden katana.

If you lose the golden katana, or do not wish to explore the fens, you can buy one in Yarimura, but that will cost you 9000 shards. Either way, bring it to Estragon for your final reward.

Rewards: +2 to Magic; +1 to an ability of your choice.

No Rest for the Wicked
Complete “An Eye for an Eye”.

This achievement is missable!

Take the road between Castle Ravayne and Delpton, and roll 2-6 to notice an eerie light. Investigate and a ghost will ask you to get revenge on a man with a velvet eyepatch.

The ghost doesn’t give you much to go on, so you’ll just have to explore Golnir until you stumble upon a clue. (Or just follow the quest marker; it knows things.) Make your way to the Monastery of Molhern, in eastern Golnir, and make a Charisma roll [10] to be allowed in. (If you fail, just leave and try again later.) Talk to the abbot, who will point you toward Caran Baru in Sokara.

Head there and look for the man. Ask around by making a Charisma roll [11]. If you succeed, you can pay 10 shards to find him, and can then try to ambush him by making a Thievery roll [11]. If that works out, you kill him discreetly; otherwise, you have to fight him. If you fail the Charisma roll or refuse to pay, the man will find you. You’ll need to make a successful Thievery roll [11] to avoid losing 5 stamina, and then fight the man.

Once he is dead, you take the flame opal from him. Then return to the ghost in Golnir to conclude the quest. (Be careful not to lose the opal on the way, or you will be unable to complete the quest.)

Rewards: +1 to Sanctity, 275 shards.
Golnir: Questing for the Baroness (5)
These achievements are for completing quests given by the baroness in Castle Ravayne, in south-western Golnir. In order to talk to her, you will need to be rank 4 or higher, or make a successful Charisma roll [12], to enter the castle, then make a successful Charisma roll [10] to enter the inner keep.

Brokeback Mountain
Complete “The Broken Backbone”.

The baroness wants you to make a map of the mountains. Head there, following the river north. You will need some parchment to make the map; if you do not already have some, stop at Marmorek on the way to purchase some.

Make your way to the western part of the mountains, ignoring the mysterious glint near the waterfall, and start working. You will need to make a successful Scouting roll [15]. Then go east to continue your work. (Be mindful of a potential encounter with a hydra on the way; that fight is dangerous.) Make another successful Scouting roll [16] to complete the map. (If you fail the Scouting rolls, you will have to return and try again. You may lose some stamina, too.) Return to the baroness for your reward. (Once you have made the map, you know the layout; you can complete the quest even if you lose the map on your way back to the castle.)

Rewards: +1 to Scouting; 500 shards.

Cluedo
Complete “Intrigue and Treachery”.

Sir Debrumas suspects a traitor among the baroness’ entourage and asks you to sniff him out. Make sure you have proper proof before you start accusing people: unfounded accusations will get you into trouble. (If you make a wrong accusation but manage not to get killed, you can return and try again later when you have proof.)

A first clue can be found by listening for rumours in Metriciens and rolling 5-7. Another clue can be found by visiting the inn in the village of Delpton, north of Castle Ravayne. Once you have both, visit the baroness and accuse sir Bredubar.

Rewards: Choose one: enchanted sword (Combat +2), magic items (Charisma +3 / Magic +3 / Sanctity +3 / Scouting +3 / Thievery +3).

Dragon’s Lair
Complete “Dragon Slayer”.

This achievement is missable!

Talk to the baroness and offer to slay a monster for her. She will ask you to kill a dragon.

Go to the haunted hills in northern Golnir and roll 2-4 to find a cave. The dragon is a fearsome enemy (Combat: 16, Defence: 11, Stamina: 40, Damage: 4-6); kill it and take its head. (If you misplace the head, you will be unable to complete the quest and get the achievement.) Return to the Baroness to complete the quest; she bestows upon you the title of Paladin of Ravayne.

(If you have the “Lords of the Rising Sun” DLC, another dragon head may be found in the Black Pagoda, in case you’d rather not fight the dragon. See Towering Achievement.)

Rewards: Gain a rank; a room in the castle; the baroness will automatically grant you a boon whenever you ask.

The Masked Singer
Complete “The Masked Spy”.

The Baroness wants you to infiltrate the Uttakin court. Make your way to Aku and follow the explanations in The Masquerade until you’ve reached the audience chamber.

Once you’ve visited the audience chamber, return to Castle Ravayne for your reward.

Rewards: 100 shards, +1 to Thievery.

[LRS] From Akatsurai, with Love
Complete “A Foreign Link”.

This achievement requires the “Lords of the Rising Sun” DLC!

This achievement is missable!

Offer to go on a diplomatic mission to Akatsurai for the Baroness. The first step is to gain the favour of the Lord Chancellor, Kiyomori.

Make your way to Shingen, south of Chambara, and visit the chancellor’s residence. On your first visit, you’ll be told Kiyomori is out on some nearby cliffs. Go there.

Watch the execution and then deal with the ghost. You can banish it with a prayer, which requires making a Sanctity roll [13], or leap in front of Kiyomori and make a Magic roll [15]. Failing either roll means death, while success grants you the chancellor’s favour. (This event is your only shot at gaining his favour and getting the achievement.)

Then visit the chancellor’s mansion in Chambara. Go to the gate to be invited in. On your first visit, you’ll get the chance to watch a play. On subsequent visits, you’ll be able to discuss your mission and receive a diplomatic letter. Bring it to the Baroness for your reward. (Do not lose the letter on the way, or you’ll be unable to get the achievement!)

Warning: When visiting the chancellor, there is a chance a quarrel may occur. You must then make a successful Charisma roll [13] or lose his favour. Should that happen before you’ve received the quest, you’ll be unable to get the achievement.

Rewards: 150 shards, +1 to Charisma.
Golnir: Exploration Goals (4)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked in Golnir.

Bookworm
Do some light reading in a haunted castle.

Castle Orlock is a haunted castle located on the coast between Wishport and Metriciens. You can hear various rumours about it: a minstrel in Wishport mentions using a feather as protection, while a woman on the old road between Wheatfields and Goldfall recommends being an initiate of Lacuna.

Neither is strictly necessary, but they’re definitely good ideas. You can become an initiate of Lacuna in the abbey in north-eastern Golnir, as well as the temples in Haggart’s Corner and on the Isle of Druids. An easy way to get a feather is to explore the open country near Goldfall and roll 8-12 to encounter a fair, then roll 5-7 to get drunk. You wake up having gained a silver horseshoe and an exotic feather. (Warning: Unless you have a blessing of immunity to disease, you also lose half your money. There is a temple of Maka in nearby Wheatfields if necessary.) You can also get a feather by fighting the cultists near the storehouses in Yellowport at night.

Then head toward castle Orlock and start exploring (you will need a lantern or candle). You find some books to read; roll 2-5 to read an explorer’s book, which triggers the achievement. (If you roll differently, you have to leave the castle and return later.)

Warning: If you roll 9-12, you read a cursed book that reduces you to rank 1 unless you are an initiate of Lacuna.

Warning: Whenever you leave Castle Orlock, you are pursued by a fiend who kills you unless you can make a successful Scouting roll [13] or have a feather.

Rewards: Gain a rank; +1 to Scouting.

Make It Rain
Curry favour with the Three Fortunes and get richly rewarded.

In order to get this achievement, you will need to visit the temple of the Three Fortunes in Goldfall while carrying three lucky items: a rabbit’s foot charm, a silver horseshoe and a four-leaf clover. All three can be found in Golnir.

Rabbit’s foot charm locations:
  • Go to the Rainbow river north of Goldfall. Roll 2-6 to meet some nomads. You can buy a rabbit’s foot charm for 30 shards.
  • Go to the Eerie woods west between Goldfall and Conflass and roll 5-6 to encounter a robber. Make a Thievery roll [13]. If you succeed, you get a few items including a rabbit’s foot charm. (Warning: If you fail, you will lose all your money!)
  • Explore the Forest of the Forsaken (see the corresponding section for the map). When you reach the gibbet, leave the path. After a few adventures (Warning: If you roll 2-5, elves will steal some of your items.) and a Scouting roll [10], cross the stream to meet a hermit. You can spend some time with him; when you leave, he gives you a rabbit’s foot charm.
Silver horseshoe locations:
  • Explore the Open country near Goldfall and roll 8-12 to encounter a fair, then roll 5-7 to get drunk. You wake up having gained a silver horseshoe and an exotic feather. (Warning: Unless you have a blessing of immunity to disease, you also lose half your money. There is a temple of Maka in nearby Wheatfields if necessary.)
  • Sail to the coastal waters near Ringhorn and roll 8-9 to encounter a ship of wizards. Attack them and make two challenging Magic rolls [16 then 17] to defeat them. (If you fail the first roll, you will lose your ship and risk drowning. If you fail the second one, the encounter will end and you will have to try again.) They will offer you tribute; there is a chance that this will be a silver horseshoe. (The game picks the tribute by secretly rolling a die; you cannot use a luck blessing to affect that roll.)
Four-leaf clover locations:
  • Explore the Whistling Heath. Go north twice to find a four-leaf clover. Go north again to leave the Heath.
  • Buy one from the trau in Haggart’s Corner for 25 mithrals. The only way to get mithrals is to sell something to the trau. Faery mead is probably the best item to sell (it sells for 900 mithrals). (Warning: At the end of the trade, you must pay the trau 1 mithral. If you can’t, probably because you didn’t have anything to sell, they will take you with them and you will die.)
Then visit the temple in Goldfall; if you haven’t already done so, become an initiate and get a blessing. Then gamble and join the sacred games; roll a 6 (use your blessing if necessary) to gain the title Beloved of the Three Fortunes.

Show off your three symbols of luck in the temple. You can give them to a gaunt woman and gain +1 to Sanctity, or have them taken by the high priestess and receive 1,999 shards. Both can be valuable, but only the latter will unlock the achievement.

You can acquire the three items again and return to the temple for more money (as many times as you want), or the Sanctity bonus (only once).

Rewards: 1,999 shards (repeatable).

Not Today
Receive treasure from water spirits.

This achievement is missable!

Make your way to the waterfall in northern Golnir and stay there a while to encounter spirits who promise you treasure. However, they will only let you try to get the treasure once; if you fail, you will be unable to unlock the achievement. The spirits tell you that there are clues somewhere on a plaque, which you should look for before you attempt anything.

The plaque in question can be found near another waterfall, in the mountains in the north-western corner of Golnir. The instructions are encrypted, but it shouldn’t be too hard to crack the code. You can also ask Oliphard the Wizardly in Sokara (the The Stolen Chest) for help.

It’s a simple Caesar cipher with each letter shifted by 1 alphabetically. The message reads: “The lake in Rainbow river. Pull the ring. Take the left path. Choose the green chest. Say ‘magical’. Take the shield.”

Make sure you have a candle or lantern, then go back to the waterfall and follow the instructions (bearing in mind that copper corrodes into verdigris, which is green) to get the treasure and the achievement.

Rewards: Magic shield (Defence +2, Chance to block +20%).

Secrets of the Deep
Solve a riddle from a mysterious piper.

This achievement is missable!

Explore the Hinterlands between Ringhorn and Metriciens and roll 6-7 to meet a mysterious piper, who promises you a reward if you can solve his riddle.

The sun sets in the west, and at the time you meet the man the moon is rising in the east, so you should go neither east nor west, but rather straight south, to the beach below the cliffs. The fishermen there tell you the tragic story of a man who drowned while playing the flute, making it clear that you’re on the right track. Explore the beach and look for the man.

If you strayed too far before reaching the right location, the man won’t be there, and you will instead have to fight an Ekushka. This means that you will be unable to unlock the achievement. If you are on time, the man shows you a chest with treasure, then at the last second also offers you a random shell from the beach. The chest holds a pearl breastplate and a coral spear, while picking the shell permanently increases your Charisma by 1. Either choice unlocks the achievement.

Rewards: Pearl breastplate (Defence +6) and a coral spear (Combat +2); or +1 to Charisma.
Golnir: The Forest of the Forsaken (2)
These two achievements correspond to two closely-linked adventures that take place in the Forest of the Forsaken, in northern Golnir. This is a bit of a confusing place, but you can buy a map in Yellowport which should greatly help you find your way. In case you missed it, the map is reproduced below. (You enter the forest from the south-east.) This section assumes that you are able to follow the map and figure out how to get to the various places of interest.

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Twinkle, Twinkle, Key of Stars
Complete “A Ghastly Treasure”.

This achievement is missable!

Make your way to the tomb by taking the path south after the knight’s pavilion. Leave the emerald alone and enter. Listen to the corpse to receive the quest: find the key of stars.

To learn more about the key, make your way to the gibbet and leave the path. After a few adventures (Warning: If you roll 2-5, elves will steal some of your items.) and a Scouting roll [10], cross the stream to meet a hermit. Ask him for advice on the Tower of Despair; you will learn more about the undead knight, as well as the location of the key. (Or just ignore all this and follow the map marker!)

Leave the forest and make your way to the Whistling Heath, north of Metriciens. Another hermit conveniently tells you that, in order to find the key, you need to follow a sinister path. If, like game designer and Oxford alumnus Dave Morris, you’ve received a proper education, what to do now should be obvious. If however you’re some sort of uncouth peasant, the solution follows:

“Sinister” comes from a Latin word meaning “left”. A sinister path would thus be a path that keeps turning left. You walked west to go onto the heath, so you should proceed by going south, east, then north.

Once you have the key, head back to the forest. (Do not lose it, or sell it in Metriciens – which you can do, for some reason – or you will be unable to complete the quest!) You now have a choice to make, which is related to Bat Market. The key of stars unlocks the Tower of Despair, deep in the forest; without the key, you will need to pick the lock. However, the tower is also protected by faery wolves, and returning the key to the undead knight will give you a way to avoid fighting them. So this is your choice: return the key now and have to pick the tower’s lock later, or loot the tower now knowing you’ll have to fight some faery wolves.

Once you’re ready to give the key back to its owner, go to his tomb to complete the quest. If you haven’t explored the tower yet, make sure to search the crypt for a green medallion before you leave.

Rewards: Key of stars (temporarily); green medallion.

Bat Market
Loot the Tower of Despair.

This achievement is missable!

This is closely-linked to the previous achievement; you should read the previous section first.

Make your way to the Tower of Despair, deep within the Forest of the forsaken. In order to enter the tower, you must either have the key of stars, or pick the lock by making a successful Thievery roll [13]. Once you enter the Tower, you encounter some faery wolves. If you have the green medallion, they let you pass. Otherwise, you have to fight three of them (Combat: 12, Defence: 7, Stamina: 10, Damage: 2-5).

Climb the stairs to find some equipment. You can also try to steal some money, which you have to do in order to get the achievement. (You cannot return afterward; this is your only shot.) Take as much as you want (up to 10,000 shards), but you will then have to roll 2 dice and add 1 for each 100 shards you took. If you roll 10 or less, you can leave safely.

However, if the total is 11 or more, the bats will awaken and attack; this will make you lose 1 stamina for each 100 shards you took, and then permanently reduce your maximum stamina by 1-6 (the roll of a die). Try not to be so greedy that this ends up killing you!

Whether the bats attacked or not, the achievement unlocks as you leave the tower. (If you haven’t given the key of stars to the undead knight yet, make sure to do so now.)

Rewards: Golden sword (Combat +2); regal helm (Defence +1, Sanctity +1); several hundred shards; +1 to Thievery.
The Great Steppes: Quest Goals (6)
These achievements are awarded for completing quests that appear in the Great Steppes section of your quest log.

A Helping Hand
Complete “The Curse of Bakhan”.

Explore Yarimura to meet Bakhan. She asks you to find a witch’s hand and some parrot fungus. After you bring those to her, she’ll ask for some selenium ore before you can have your reward.

Witch’s hand locations:
  • Go to the Frozen wastes, south of the Pyramid of Xinoc. Roll 8-12 to meet a nomad. Help him and the shamans defeat a vampire (you don’t actually need to roll or fight anything), and you’ll receive a witch’s hand.
  • In the Grasslands (western Steppes), roll 2-5 then fail a Magic roll [18]. You will lose all your money and items, but gain a silver flute, a witch’s hand and some parrot fungus.
  • Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven).
Parrot fungus locations:
  • Find it in the City of Ruins (see Tomb Raider).
  • In the Grasslands (western Steppes), roll 2-5 then fail a Magic roll [18]. You will lose all your money and items, but gain a silver flute, a witch’s hand and some parrot fungus.
  • Buy it from the Nomad camp west of Yarimura; you need to roll 8-12 there and make a successful Charisma roll [15].
  • Buy it from the caravan at the River of Destiny (roll 2-5).
  • Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven).
Selenium ore locations: See Where To Find... in the Survival Guide.

Once you’ve brought all three items, Bakhan will craft a powerful selenium wand for you. You can also return at any point to have her remove curses for free.

Rewards: Selenium wand (Magic +4); free curse removal. (The side quests to get the necessary items may have extra rewards of their own.)

Divine Reflections
Complete “The Mirror of the Sun Goddess”.

This achievement is missable!

Visit the temple of Nisoderu in Yarimura to get this quest. Go to the Horde of the Thundering Skies, north of the City of Ruins, and roll 2-5 to find a corpse. Search it to find the mirror and return it to the temple. Do not lose the mirror on the way back to Yarimura, or you will be unable to complete the quest and get the achievement.

Rewards: Free Sanctity blessing; free poison/disease cure; 150 shards; gain a rank (priest) or +1 to Sanctity (otherwise).

Heart of Darkness
Complete “Heart of Darkness”.

This achievement is missable!

Visit the village of Vodhya, near Yarimura. Agree to help the villagers and go to fight Kaschuf. After defeating him (Combat: 14, Defence: 8, Stamina: 20), he proves immortal. Convince his butler to give you information by making a Charisma roll [12]: you have to find a locket. (If you fail the roll, you will have to return and fight Kaschuf again to retry.)

Sail to the Violet ocean, south of Golnir. Roll 7-12 to find an island, and a chest with the locket. A girl will ask you to give it to her; refuse and open it instead. (If you give the locket to her, you will be unable to complete the quest.)

Return to Kaschuf’s keep, and kill him again, this time for good. The villagers will reward you. You can return to the village afterwards for healing, poison/disease cure and Scouting blessings – all free!

Rewards: +1 to Charisma; 1000 shards; free healing; free poison/disease cure; free Scouting blessings.

Nightstalker!
Complete “Masks in the Dark”.

In Yarimura, explore the Thieves’ Kitchen. In the streets, visit the Brotherhood of Night and try to enter. If you are a rogue, you will be let in; otherwise, you will have to perform a Thievery roll [12]. (If you fail that roll, you can return later and try again, but the thieves will steal an item from you.) In order to join the Brotherhood, you will have to sneak into the palace.

Make sure you have some climbing gear and head to the palace. Make a Thievery roll [12]; do not fail or you will be captured and sold into slavery. Once you reach the daimyo’s bedchamber, do as instructed and leave without stealing anything. Go back to the Brotherhood for your reward.

Rewards: Free home in Yarimura; gain a rank (rogue) or +1 to Thievery (otherwise).

Northern Hospitality
Complete “Seek Me Out”.

In Yellowport, explore the poor quarter by day to encounter a mad beggar. Be one of those obnoxious people who choose to pontificate about their religion when asked for help. Because this is a fantasy game, this actually works – at least if you can make a successful Sanctity roll [12]. (If the roll fails, you can just return later to try again.) Your blessing cures the man of his madness. He invites you to visit him in the Great Steppes.

Proceed to the Nomad camp west of Yarimura. Roll 8-12 and make a successful Charisma roll [12] to visit the camp. (If you fail the roll, you will lose plenty of stamina and have to return to try again later.) Explore to find the man and conclude the quest.

Rewards: 500 shards; potion of nature; free disease/poison cure.

See No Evil
Complete “Remnants of the Past”

Sail to the Isle of Mystery (see Arkane Kombat for the details on how to reach it) and talk to the chief mage. You are told to find some runes in the Steppes.

Go to the Grasslands, west of the City of Ruins. Roll 8-12 to find a circle of stones. (Warning: If you roll 2-5 rather than 8-12, you will encounter a centaur who will make you lose all your money and items unless you can make an extremely hard Magic roll [18]!)

As you enter the circle, make a Sanctity roll [14]. If it is successful, you gain a Combat blessing; otherwise, you lose all your blessings. Either way, copy the runes, then return to the Isle of Mystery for your reward.

Rewards: +1 to Magic; free Combat blessing (conditional).
The Great Steppes: Exploration Goals (4)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked in the Great Steppes.

One Of a Kind
Learn more about the Mannekyn people.

This achievement is missable!

In Caran Baru, visit the slave market. You will get the chance to buy a Mannekyn creature for 50 shards. Do so and free him.

(You only get one chance to do this. If you fail to buy or free the creature on your first visit to the slave market, you will not be able to unlock the achievement.)

Then reach Sky Mountain in the south-eastern Steppes, which requires a Scouting roll [13]. The Mannekyn people will welcome you and you will learn more about them.

Rewards: One free resurrection deal; cheap resurrection deals afterwards (150 shards).

Siren’s Call
Repair the Mermaid’s Desire.

This achievement is missable!

In the Great Steppes, make your way to Tigre Bay on the west coast. Explore and help the crew repair the ship; this requires successful Charisma [13] and Scouting [14] rolls. This lets you have a new ship!

(You only get one shot at this. If you refuse to help, or fail one of the ability rolls, you won’t be able to unlock this achievement.).

Before you put out to sea, explore one more time to find some cargo. Pick the metals, which are significantly more valuable than the rest.

Reward: A ship (barque, poor-quality crew).

Tomb Raider
Loot Xinoc’s tomb.

This achievement is missable!

This is an extremely challenging adventure; you will temporarily lose all your money and equipment during a big part of it. So prepare accordingly.

Part of the quest takes place in the City of Ruins. If you’ve spent time at the inn in Yarimura, you know you need a banner of the Shadar as protection there. If you don’t already have one, here are the possible locations:
  • Go to the Marshland in the central area of the Steppes. Roll 2-5 to notice a mysterious light. Investigate. You have to make a Scouting roll [13] followed by a Sanctity roll [12]; if you succeed, you’ll get a banner. (Warning: If you fail the Scouting roll, you will die unless you can make a successful Luck roll. And if you fail the Sanctity roll, you will lose a rank.)
  • Buy it on the Isle of Mystery (see Arkane Kombat for the details on how to reach it) for 800 shards.
  • Buy it at the Bazaar of the Golden Ones (see Stairway to Heaven) for 800 shards.
Once you have the banner, go to Yarimura and store all your money and equipment in your stash there. Keep only a wolf pelt, and maybe a weapon (as you will need to make a Combat roll) and a potion of healing, but be sure to have replacements in storage. Also, triple-check that you’ve stored your banner safely. Then make your way to the Pyramid of Xinoc; you should travel close to the northern mountains (through Vodhya, the Ruby Citadel, etc.), as this path has no random encounters.

Explore the pyramid, making a Combat roll [14] to avoid getting attacked by the idols. (You will lose some stamina if you fail the roll.) Make a Magic roll [14] to avoid getting a curse. Find your way into a room where you end up having to abandon all your money and equipment. Finally, make a Luck roll to escape the pyramid; you will die instantly if you fail. (If you have a resurrection deal, you can return to the Pyramid and try again, but the equipment and money you originally left in the room will be lost forever.) If you succeed, you find an obsidian key on your way out. Do not lose this key! If you do, you will be unable to get the achievement.

Now walk back to Yarimura (once again hugging the northern mountains) and get your stuff back, including the banner of the Shadar. If you got cursed at the pyramid, visit the Tower of Bakhan to remove the curse. Cross the Steppes again, this time towards the City of Ruins and make your way to the Crypt of Kings. You get attacked by a fearsome snake demon (Combat: 15, Defence: 9, Stamina: 18, Damage: 3-6), though a successful Magic roll [14] will weaken it significantly.

Use the obsidian key to open the tomb. Get the treasure there, as well as the pyramid key. Then go back to the Pyramid of Xinoc and use that key to recover your lost money and equipment.

Whew!

Rewards: Sword of the Shadar (Combat +4); full plate armour (Defence +6); ring of defence (Defence +1, Chance to block +5%); uncanny salts; parrot fungus.

What’s Yours Is Mine
Rob Avar Hordeth. Then kill him. And steal his ship.

This achievement is missable!

In Yarimura, explore the Thieves’ Kitchen and visit the tavern. Convince the thieves to work with you with a Charisma roll [14, -1 if rogue, -1 if Nightstalker]. You only get one shot at this! If you fail the roll, or decline to join them, you will be unable to unlock the achievement.

If you succeed, you can join them to burgle the villa of Avar Hordeth. Make a Thievery roll [12] to break in. (If you fail, you will be unable to get the achievement.) Inside the house, things will start to feel odd. (A successful Magic roll [13] will reveal more.) You can pick three items from Avar’s hoard; one of them has to be the dust of tranquillity or the break-in will end in failure. The casket of gems is worth 850 shards. You then escape with your loot and increase your Thievery by 1.

The next part of the story takes place at sea, and you should upgrade your crew to excellent and get a Luck blessing before you attempt this. Then sail to the waters north of Nerech and roll 11-12 to encounter Avar Hordeth, who isn’t pleased with you. You have to defeat him in a fight, then defeat him again in a sea battle. To do the latter, roll 3 dice if you are a warrior, or 2 otherwise, add your rank, and add 3 for your excellent crew. The total needs to be at least 16 to win.

If you manage to do so, you will get his galleon, some loot, and the achievement.

Rewards: Galleon with a poor crew; 150 shards; mariner’s ruttier; +1 to Thievery; choose two: 500 shards, casket of gems (850 shards), battle axe (Combat +3), selenium ore, silver holy symbol (Sanctity +2).
The Great Steppes: Into the Beyond (3)
These three achievements are tied to challenging adventures that do not appear in the quest log. They pass through the Great Steppes but explore the world beyond.

Beam Me Up
Climb over the Peaks at the Edge of the World and reach the Underworld.

There are two ways to do this.

1 – The ascent (quicker, but more dangerous)

Make sure you have both some rope and some climbing gear for this. (All the values given for the rolls in this section take into account the bonuses you get for having both.) Make your way to the Northern mountains, north-west of Yarimura. Investigate the cliff and start climbing, with a Scouting roll [11]. If you fail, you will lose 3-18 stamina (the roll of three dice) and will have to try again if you survive the fall. If you succeed, you will get a permanent +1 increase to Scouting.

At that point, you should really take your Scouting bonus, climb down, and switch to the other method. If you wish to persist, however, you can reach the top of the cliff and start moving north. Make another Scouting roll [16]. Even you succeed, you will lose 2-12 stamina (the roll of two dice). Once you reach the edge of the world, it’s time to climb down with a final Scouting roll [18]. (If you fail but have a rope, you are sent back to Yarimura and can try again later.)

2 – The path of the dead (safer, but more convoluted)

Become an initiate of Tambu in Yarimura. Then reach the Strange gully around the central area of the Steppes.

Make an offering at the Fane; offer any item with at least a +3 bonus. (+3 armour is a good choice. You should already have better armour at this point.) You will get the title “Blessed of Tambu”.

Then proceed to the stairway west of the Pyramid of Xinoc. Climb all the way up (you will lose some stamina). Thanks to your title, the dragon at the top will let you pass to the Underworld.

Rewards: Rod of teleportation; gain a rank (wayfarer) or +1 to Scouting (otherwise).

Stairway to Heaven
Visit the Bazaar of the Golden Ones.

This achievement is missable!

This is a bit convoluted. First, you need to acquire some faery mead. Check the Survival guide (link below) for some possible locations.

Then, you need to acquire a pathfinder’s gem. Go to the Gemstone hills in the Great Steppes. After a successful Magic roll [12], meet some goblins and give them the faery mead. (If you fail the roll, just come back and try again later.) Step into the trau hole and explore by making a Scouting roll [14]. If you fail, you will get lost in the tunnels and will have to return later to try again, if you can find more faery mead. (Warning: There’s a chance you might lose all your items and money if you also fail a Luck roll.)

If your Scouting roll is successful, you find a door guarded by three faery hounds. Try to sing them to sleep by making a Charisma roll [13, or 12 if troubadour]. If you fail, you will have no choice but to fight them; they are not particularly tough but can hit hard (Combat: 13, Defence: 10, Stamina: 12, Damage: 2-6). Once you’ve dealt with them, you find the pathfinder’s gem and leave the tunnels. Do not lose the gem, or you will be unable to access the Bazaar and get the achievement!

Finally, make your way to the Wastelands in the northern Steppes (it looks like a floating tower on the map). Roll 8-12 to discover a tower. Thanks to the pathfinder’s gem, you can (finally!) access the Bazaar.

Make sure you bring some shards, there are some really nice items for sale!

Reward: Access to the Bazaar.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566674510

The Right Hand of Death
Receive a sword from the god of death.

This achievement is missable!

This adventure will let you briefly visit the Underworld and interact with Nagil, the god of death. First, start by becoming an initiate of Nagil. You can do so at one of his temples (on the Isle of Druids, in Metriciens or in Wheatfields), or go to the east road between Metriciens and Haggart’s Corner, roll 9-12 to meet some knights and simply agree to become an initiate (as long as you are not currently following another god).

You then need to find Nagil in an Underworld hall. There are a few ways to get there from Golnir, but the safest is to go to the Grimm Riverbank just south of Conflass (in eastern Golnir), roll 9-12, and follow the wraiths. Approach the god to gain the title Chosen One of Nagil.

The final part of the adventure takes place in the Great Steppes. Go to the Nomad camp near Yarimura and roll 2-5 to find a prisoner. Try to free the prisoner by sneaking and making a Thievery roll [12]. If you succeed, you learn some information. (If you do not try to rescue the prisoner the first time you encounter him, or fail the roll, you will be unable to proceed with this adventure.) Then go north to the mountains, investigate the cliff and enter.

You arrive at an Underworld feast. Since you are the Chosen One of Nagil, the god will bestow upon you a white sword, the best weapon in the game, and let you leave safely. (You can only leave this place once. If you visit without the title, you will be unable to obtain the sword afterwards.)

Reward: The White Sword (+8 Combat).
Uttaku: Quest Goals (5)
These achievements are awarded for completing quests that appear in the Uttaku section of your quest log.

A Shade of Grey
Complete “The Lost Soul”.

This achievement is missable!

Warning: Starting this quest will prevent you from exploring other tombs in the Crags and from getting the Primal Instinct achievement. Make sure you get Primal Instinct first if you want to unlock both achievements.

Explore the cave in the central Grumes and agree to the shade’s request. Head to the crags and explore the tomb. You have to make a successful Thievery roll [12] or die instantly, then fight a wight (Combat: 12, Defence: 15, Stamina: 28, Damage: 5-7).

You can then loot the tomb; take all you want, making sure not to forget the net, and avoiding the stone bracelet (which is cursed). Then immediately return to the Shade; if you get distracted on the way, the quest will fail and you will be unable to get the achievement.

Rewards: 2000 shards; black axe (Combat +1); silver flute (Charisma +2).

Beowulf
Complete “The Hall of Heroes”.

Visit the Hall of Heroes and agree to deal with the monster Grindel. You get a Charisma blessing as you leave. There are three ways to deal with this quest:
  • Fight and kill Grindel (Combat: 12, Defence: 12, Stamina: 28, Damage: 3-8), then return to the inn for a reward.
  • Listen to Grindel and get the full truth out of Misgee. Return to the inn; you have to make a Charisma roll [13] to convince everyone of the innkeeper’s guilt. (Make sure to use the blessing you got earlier if necessary.)
  • Same as previously, but if you fail the roll the adventurers beat you up and take all your money. You can however return to the inn later and kill the innkeeper and a couple of innocent bystanders.
All three ways unlock the achievement, but offer different rewards.

Rewards: 300 shards (killed Grindel); or choose two: cobalt wand (Magic +3), silver holy symbol (Sanctity +2), selenium ore, chain mail (Defence +3), shadar scimitar (Combat +3), 400 shards (convinced adventurers); or: cobalt wand (Magic +3), shadar scimitar (Combat +3), 350 shards (killed the innkeeper).

Fly, You Fools!
Complete “The Wingless Hawk”.

Explore the streets of Kunrir and roll 8-12 to meet a scholar who wants to learn more about a specific tribe living in the Great Steppes.

If you haven’t already met the tribe, make your way to the Horde of the Thundering Skies in the Steppes and roll 8-12. You then need to make a Combat roll [14] and a Charisma roll [13] to befriend them and learn about them. (If you fail either roll, you will lose stamina and possibly all your possessions. You will have to return later to try again.)

Then return to Kunrir for your reward.

Reward: +1 to an ability of your choice.

Speak No Evil
Complete “A Thief’s Web”.

Explore the slums of Aku and try to meet the Slumlord, a local criminal. If you gained the title Nightstalker in Yarimura (see Nightstalker!), you will be asked to bring a message to the Brotherhood there. Do so to get the achievement.

Reward: 500 shards.

Welcome To My Palace
Complete “The Spider Palace”.

Explore the slums of Aku and try to meet the Slumlord, a local criminal. If you gained the title Nightstalker in Yarimura (see Nightstalker!), you will be let in. Otherwise, you will first have to make a successful Charisma roll [13]. (Leave and try again if you fail.)

The Slumlord wants you to steal something from the palace. Agree and head there. You must first make a successful Magic roll [12]; if you fail, you lose 4-24 stamina (the roll of four dice) but can try again (if you survive). Then make a Thievery roll [13]; if you fail, you are arrested (somehow, if you survive that ordeal, you can try the heist again afterwards).

If you succeed the roll, you manage to steal some things and escape. Your cut is 100 shards and two items. You also gain access to the Brotherhood’s store.

Rewards: 100 shards; choose two: silver holy symbol (+2 Sanctity), fine sabre (Combat +2), Uttakin telescope (Scouting +1).
Uttaku: Exploration Goals (2)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked in Uttaku.

Lazarus
Perform a resurrection.

This achievement is missable!

In Aku, explore the Great Bazaar and declare yourself a great wizard. A bereaved lady will ask you to bring her son back to life. In order to do do, you have to make a successful Magic roll [15]. Then you need a silver holy symbol and a cobalt wand; if you do not have them, you may purchase them (for 400 and 2000 shards, respectively), as long as you have the money on yourself.

Finally, you need to make another Magic roll [16] and a Sanctity roll [10]. If you succeed, you revive the young man, get richly rewarded, and get the achievement. If however you fail at any point in the process, you will get arrested and will be unable to unlock the achievement.

Rewards: Holy sword (Combat +6); ring of defence (Defence +1, Chance to block +5%).

Primal Instinct
Explore the Crags of the Long Homes to find a magic sword.

This achievement is missable!

This achievement cannot be obtained if you’ve already explored a tomb in the Crags, whether by entering one at random, using the Black Diptych, or as part of the “Lost Soul” quest.

In Old Harkuna, explore the countryside south-east of the Hall of heroes and roll 2-5 to be attacked by some vampires. Be particularly careful around them! If they kill you you (in combat or otherwise), you will be unable to resurrect! There are two ways to deal with them:
  • Fight all three (Combat: 10, Defence, 12, Stamina: 20, Damage: 3-6). If you win, you find a book called the Black Diptych.
  • Make a Sanctity roll [14]. If you fail, you’ll have no choice but to fight them. If you succeed, you can follow them to their crypt, wait until morning, and enter. Make a Magic roll [12]; failure means death without possibility of resurrection. If you succeed, you kill them and get some loot, including the Black Diptych.
Once you have the book, go to the Crags and use it to find the burial mound of the Seven Lords. Fight their champion, first making a Magic roll [13] to avoid getting a penalty in the fight. Then you get to pick one of the seven swords (you can only pick one, so don’t try to grab more) before getting teleported to the lake of the Seven Needles.

Throw a stone to bait out a water drake. Once you’ve killed it, swim to the island and reveal the true power of the sword you’ve picked. Each sword deals 7 damage and gives Combat +1, but it also has an extra effect depending on its element:
  • Air: Thievery +2
  • Fire: Charisma +2
  • Ice: Sanctity +2
  • Metal: Combat +1, Damage +2 (so Combat +2, Damage 9 in total)
  • Stone: Defence +3, Damage -1 (so Damage 6 in total)
  • Water: Magic +2
  • Wood: Scouting +2
This unlocks the achievement.

Rewards: Magic sword; if you killed the vampires in their crypt: 200 shards, selenium ore, chain mail (Defence +3), ebony wand (Magic +2).
Uttaku: The Masquerade (1)
Gain the favour of the Faceless King in Aku.

This achievement is missable!

This is a long, multi-step journey as you rise in rank among the Uttakin court.

Warning: This quest line requires you to become a follower of Ebron. If you became Dragonborn in Akatsurai (see Not To Scale), you will be locked out.

Reaching the audience chamber
In order to enter the palace in Aku, you first need to be a follower of Ebron. The “standard” way to do this is at the cathedral in Aku. However, there is also a one-time shortcut you may use. In Aku, explore the Grand Bazaar and preach the word of Ebron. If you can make a successful Sanctity roll [14], the Soulwatch will notice you and make you an initiate on the spot, even if you are currently following another god. (If you are already a follower of Ebron, they give you a spear of retribution instead; if you fail the roll, you get arrested, with potentially disastrous consequences.)

If you are unable or unwilling to use this method, renounce whatever god you may be following and make for the cathedral in Aku. To gain access, you first need to go to the Hall of Ablution to get purified; this costs 50 shards. While you’re there, you should try to approach a lord. If you can make a successful Combat roll [14, without your weapon bonus], he will grant you a boon. If you need a scroll of Ebron (see below), ask him for help in joining the church; otherwise, ask him to teach you some bokh.

Then go back to the cathedral and ask to become an initiate. There are three ways to be granted this request:
  • Have blue skin. Go to the village south-west of the High King’s Seat in Old Harkuna and roll 8-12 to encounter mercenaries. Flee and hide in a barrel of dye to end up with blue skin – and then never wash again, I guess. (There is another way to get blue skin in the Feathered Lands, but this is not available as of version 1.3.)
  • Have a courtier’s mask. 1 – The brotherhood can sell you one for 500 shards (see Welcome To My Palace). 2 – Explore the streets and roll 2-5 to encounter a princess. Offer to help her and make a Magic roll [13]. If you succeed, she gives you a mask and a scroll of Ebron. (You only get one chance.)
  • Bring a scroll of Ebron. You may have already acquired one in the Yellowport sewers (see Exterminator). You can also get one from the noble in the Hall of Ablutions and the princess in the city mentioned previously. If you missed out on those non-repeatable events, go to the village south-west of the High King’s Seat in Old Harkuna and roll 2-5 to encounter a caravan. You can buy a scroll for 200 shards.

Once you are finally an initiate of Ebron, make your way to the palace. You now have to deal with some vizier. Start by paying 50 shards and waiting a week. Then if you have blue skin or a courtier’s mask (see above), you will be shown to the audience chamber. Otherwise, just pay more money (up to another 200 shards); you can also challenge the vizier to bokh, but if you lose you will get arrested, which does not seem worth the risk. Either way, you can now access the audience chamber, and will not have to deal with the vizier again on subsequent visits.

Being granted an audience
In order to get an audience with the King, you need 8 Status points. You can get a maximum total of 11 points in the base game, and 3 more points with each of the two DLC. This lets you pick the tasks you wish to focus on, and allows you to skip or fail a couple.

The people who can increase your status are:
  • The High Convener of Chariots: 3 points; see Avenger!.
  • The Blender of Spices: 2 points; see Aoristic Park.
  • The Compiler of Confectionery Surprises: 3 points; see The Rice is Right (requires the “Lords of the Rising Sun” DLC)
  • The Seneschal of the Dance of Majesty: 3 points; see Danse Macabre (requires “The Serpent King’s Domain” DLC)
  • The Master of the Documents of Fable: 1 or 2 points; see Neverending story.
  • The Master of Nightingales: 1 point; see Silver-tongued.
  • The Conjuror of Amusements: up to 2 points. Make a Magic roll [13] when attacked during the performance. If you succeed, you lose 1 max stamina and gain 1 Status point. However, if you fail the roll, you’ll get hit in the face with fire, which will cost you 3-18 stamina but will amuse the audience, thereby netting you 2 Status points. You also get +1 to Magic either way.
  • The Master of Shung-bat: learn shung-bat to gain 1 Status point, at the cost of permanently reducing your Combat by 1.
Once you’ve reached the necessary status, you can finally meet the Faceless King.

Warning: If you fail to get the points from the Master of the Documents of Fable (by dying and resurrecting), the Conjuror of Amusements (by refusing his task or by dying and resurrecting), the Compiler of Confectionery Surprises (by losing the rice, or because you do not have the DLC) and the Seneschal of the Dance of Majesty (because you do not have the DLC), you will max out at 7 points and be locked out of the achievement.

A pearl like no other
Once you meet the king, he gives you a quest: bringing him a tatsu pearl. If you have the “Lords of the Rising Sun” DLC, you can buy a pearl in Narai in northern Akatsurai for a 1000 shards, or fight a dragon to get one (see Not to Scale). If you do not have the DLC, you’ll have to buy the pearl from the Bazaar of the Golden Ones (see Stairway to Heaven) for 2500 shards, or from Yarimura for an outrageous 9000 shards.

Bring the pearl to the Faceless King to gain his favour and finally join the Uttakin nobility.

Rewards: Gain a rank; gain the title “Masked Lord/Lady”.
Uttaku: The King’s Ministers (6)
Six quests given by the Faceless King’s ministers as you attempt to increase your status at court. See the previous section for the way to reach the audience chamber.

Aoristic Park
Complete “Time Traveller”.

The Blender of Spices wants an abzu plant, which has been extinct for a millennium. Holyamu the Unbidden might be able to help you get one.

Visit his house in western Uttaku. He wants an amulet of Ebron before he will help. If you don’t have one, you can return to the Blender of Spices, who will just give you one.

Use the pool to travel through time. Make a Scouting roll [13] to look for the plant. If you fail, you’ll have to travel back to the present and try again later. Either way, you’ll need to make a successful Magic roll [13] to travel safely through time. If you fail the roll, you’ll be sent to the future and have to make another Magic roll [13]. If you fail again, you get one last Magic roll [11]; fail that one and die. A successful roll sends you back to the present.

Return to Aku and deliver the plant for your reward.

Rewards: 2 Status points; 500 shards; +1 to Scouting.

Avenger!
Complete “The Holy Avenger”.

The High Convener of Chariots wants you to find a sword called the Holy Avenger. If you return to her without the sword, she’ll point out that the Master of the Documents of Fable may have information. If you have completed his quest (see Neverending Story), he will let you explore the archives; the book on Kizil Irmak reveals that he is buried in north-eastern Old Harkuna.

Make your way to Spatterdash and explore the old graveyard. Enter the tomb. If you are a follower of Ebron and can make a successful Sanctity roll [14, 13 if you have an amulet of Ebron], you get the sword. Otherwise, you have to fight the spectre – three times! (You might be better off escaping and retrying the Sanctity roll later.) If you defeat him, you get the sword.

Return to the general and give her the sword for your reward.

Rewards: 3 Status points; Uttakin long-axe (Combat +2); Chain Mail (Defence +3); +1 to Combat.

Neverending Story
Complete “The Blockbuster”.

This achievement is missable!

The Master of the Documents of Fable wants you to spend a few weeks writing your memoirs. While writing, you’ll get the chance to go on some adventures instead, if you so choose. You need to do exactly one of them to get the best outcome.
  • Help a princess. In order to do so, you need to roll a die and score strictly lower than your rank. If you succeed, you get 250 shards; nothing bad happens if you fail.
  • Quest for treasure. This requires a successful Thievery roll [15]. If you succeed, you get 500 shards, a gold holy symbol (Sanctity +3) and a hero’s sword (Combat +3); if you fail, you lose 3-18 stamina (the roll of three dice).
  • Leap through a magic portal. You need to make a Magic roll [15]. If you succeed, you retrieve 500 shards, a sextant (Scouting +3), splint armour (Defence +4) and gloves of Sig (Thievery +3). Failure means death.
Then, if you went on more than one adventure, you will fail to complete your book; the archivist will fly into a rage and kill you on the spot. If you did exactly one adventure, you will win the contest and get 2 Status points. If you did none, you will get second place, and only 1 Status point. You unlock the achievement as long as you complete the book.

Warning: If you die during an adventure or at the archivist’s hand, and have a resurrection deal, you will be unable to finish the quest and get the achievement.

Rewards: 1 or 2 Status points; +1 to an ability of you choice; shards and items depending on the adventure chosen.

Silver-tongued
Complete “The Silver Nightingale”.

The Master of Nightingales wants you to retrieve a silver nightingale from the Singing Forest in Old Harkuna.

Head there. After possibly dealing with a random encounter, look for a nightingale. You can either attract one with a song by making a Charisma roll [16, 12 if Troubadour], or catch one in a trap by making a Scouting roll [14]. Failure means you’ll have to leave and try again.

Once you have the nightingale, return to the minister for your reward.

Rewards: 1 Status point; +1 to Charisma; 300 shards.

[LRS] The Rice is Right
Complete “Meal Time”.

This achievement requires the “Lords of the Rising Sun” DLC!

This achievement is missable!

The Compiler of Confectionery Surprises wants some pink rice, which can only be found in the Black Pagoda in western Akatsurai. The Pagoda is guarded by a giant; see Towering Achievement in the Akatsurai section for details on how to deal with him.

Among the items in the tower is the pink rice. Bring it to the minister (without losing it on the way, which would lock you out of the achievement) for your reward.

Rewards: 3 Status points; +1 to an ability of your choice; 500 shards.

[SKD] Danse Macabre
Complete “Spectral Minuet”.

This achievement requires the “Serpent King’s Domain” DLC!

The Seneschal wants you to learn the spectral minuet. This can be done in the Violet Ocean. (There exists another way in western Ankon-Konu, but this is not available as of version 2.0.)

Find the spectres on Copper Island (see Beyond the Veil) and banish them, which requires a Sanctity roll [13]. (Failing this roll means death.) Warning: Make sure you unlock Beyond the Veil beforehand as you will be unable to after banishing the spectres! Return to Aku for your reward.

Rewards: 3 Status points; +1 to an ability of your choice; 500 shards.
Old Harkuna: The High King (2)
Two achievements related to restoring the once and future king of Old Harkuna, a region conquered by Uttaku long ago.

Lullaby Dirge
Awaken the High King of Old Harkuna.

Visit the High King’s dilapidated Seat in Old Harkuna, in eastern Uttaku. Listen to the troubadour to learn the tragic story of the High King, and a love ballad.

Go to Lake Rimewater in the western Steppes and visit the mine. (Be sure to bring a lantern.) Venture down a dark tunnel and make a Scouting roll [13]. Do not fail this one, or you will lose a rank! You reach an ice panel. Pay Blue Cap to smash it (200 shards) or use uncanny salts if you have some.

You find the tomb of the High King, guarded by a spectre. Sing the love ballad to awaken the King and put the spectre to rest. In order to do so, you must make a Charisma roll [16, or 15 if Troubadour]. This is another roll you should not mess up, as you will lose a rank if you do!

If you succeed, you awaken the High King, unlocking the achievement. He returns to his Seat in Old Harkuna, profoundly transforming that region.

Reward: Gain a rank.

Rise a Knight!
Complete “The Sceptre of Kings”.

Once restored to his throne, the High King wants you to fetch him the Sceptre of Kings. His only lead is the Icicle Woods, so head there.

Roll 8-12 to encounter frost sprites, and ask them for information. You’ll get attacked at one point and lose 3-18 stamina (the roll of three dice) unless your defence is 14 or more. Then a vision will lead you to a book which will point you toward the Cave of Bells in the City of Ruins.

Head there. You will need a banner of the Shadar to enter. See Tomb Raider for a list of possible locations. With the information from the Icicle Woods, you find some treasure, including the sceptre. Bring it back to the High King for your reward. Do not lose it on the way, or you will be unable to get the achievement!

Rewards: Gain a rank; 2000 shards; plate armour (Defence +5); sword of the Shadar (Combat +4); gold holy symbol (Sanctity +3).
Old Harkuna: A Castle in the Country (4)
Rescuing a wizard in the Great Steppes has an unforeseen consequence: acquiring and fixing up a derelict castle in Old Harkuna. This is a memorable quest line that spans four regions (the Steppes, Uttaku, the Violet Ocean and Akatsurai) and leads to one of the game’s most powerful items.

Dissonant Harmonies
Rescue Targdaz the Magnificent from the Ruby Citadel.

This achievement is missable!

You can hear stories about a wizard imprisoned inside a giant ruby in various locations, but the most important clue comes from the old woman in Cliff Wood (near Yarimura), who mentions that you should be prepared to “be the Piper”. Therefore, you should start by acquiring a flute (you can buy one in Yarimura for 300 shards).

Make your way to the Ruby Citadel, north-west of Yarimura. Enter the citadel. If your base Sanctity is less than 9, you will have to fight three tough undead warriors (Combat: 12, Defence: 13, Stamina: 18, Damage: 4-8) on the way.

You then have to deal with a necromancer. Perform a successful Magic roll [13], then a successful Charisma roll [13, or 12 if troubadour]. If you fail, you get teleported to Tigre Bay and will have to return to the Citadel and try again.

If you succeed, you defeat the necromancer and blow up the Citadel. (You have to perform a successful luck roll to avoid losing up to 16 stamina in the collapse. If you die at this point and resurrect, you will be unable to get the achievement and the rank increase. This will however not preclude you from continuing the quest line.) Then Targdaz will thank you for freeing him.

Rewards: Access to a verdigris trapdoor (teleportation); gain a rank (troubadour) or +1 to Charisma (otherwise).

Castle Doctrine
Acquire your very own castle!

Once you’ve freed Targdaz, make your way to Uttaku’s south-eastern border, to find an old castle. The wizard will appear and help you fix it, which will unlock the achievement.

As soon as you acquire the castle, you should upgrade its defences (you can purchase a pickaxe in nearby Marmorek). Indeed, whenever you return to the castle, there is a small chance (1 in 36) that you will find it under attack by bandits. What happens then is strongly affected by the castle’s defences. With no repairs, there is a 37% chance that you will lose the castle (and possibly your life); with fully upgraded defences, that probability goes down to under 2%.

Should the castle be lost, you will be unable to access it afterwards, which will prevent you from getting the next achievement.

Rewards: A castle, with various services.

Arms Race
Enchant an item.

This achievement is missable!

Once you’ve acquired your castle, talk to Targdaz about enchanting items. You can give him a weapon or suit of armour, pay 200 shards, and have him try to enchant it into something better.

There is a chance that the spell will fail and you will lose the item. Should the enchantment work, this will unlock the achievement.

Warning: If your castle gets destroyed before you unlock the achievement, you will be unable to get it.

Reward: Upgraded item.

[LRS] The One Ring
Complete “A Taste of Power”.

This achievement requires the “Lords of the Rising Sun” DLC!

This achievement is missable!

Visit Targdaz and discuss creating the ring of ultimate power. You’ll need a hyperium wand that can only be found in Akatsurai. Targdaz doesn’t know where to find it, but thankfully we’re very intuitive! (A proper clue exists in the books, in a location that is not yet available as of version 1.3.)

Make your way to Kwaidan forest, entering from Chambara or Chompo, and choose to go upstream. Approach the oak, enter the tomb (you’ll need a lantern or candle) and follow the left path. Remove the spear from Morituri’s corpse. (If you choose to get some treasure instead, you will lose your chance at getting the wand and the achievement.)

This revives him, and he decides to kill you. There are a few ways to deal with this:
  • Fight him in his tomb. He is a very strong enemy (Combat: 10, Defence: 20, Stamina: 48, Damage: 7-12) and you have to make a Sanctity roll [20] each turn to avoid taking extra damage.
  • Retreat outside. He will do 2-12 damage to you (the roll of two dice), but he will be a bit weaker (Combat: 8, Defence: 18, Stamina: 48, Damage: 7-12) and the Sanctity roll is easier [17].
  • If you have the title Chosen One of Nagil (see The Right Hand of Death), he will offer to let you leave with the wand, at the cost of permanently decreasing your max stamina by 3. If you refuse, you get to fight him, choosing one of the earlier options.
You get the hyperium wand in any case, as long as you survive (dying and resurrecting locks you out of the achievement). If you defeated Morituri, you also receive 2500 shards and unlock the achievement Morituri Te Salutant.

Return to Targdaz (without losing the irreplaceable wand on the way!) to complete the quest and unlock the achievement.

Warning: If your castle gets destroyed before you unlock the achievement, you will be unable to get it.

Rewards: Ring of ultimate power (all abilities +1, Defence +1, max stamina +4).
Coastal Waters: Exploration Goals (5)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked while sailing or on small islands. (The Isle of Druids appears in the Sokara sections.)

Air Miles
Defeat the young rukhs.

Make sure you have some rope before you start this. Sail to the coastal waters west of the Great Steppes and roll 9-12 to be attacked by a rukh. You need to fail a Combat roll [15] to be grabbed and taken to its nest. Fight and defeat its two chicks (Combat: 12, Defence: 5, Stamina: 21; Damage: 2-3). Then climb down to the Southern plains.

You may need to unequip your weapon to increase your chances of failing the Combat roll. Various curses and diseases may also help lower your Combat, including:
  • The curse of Ebron, sometimes obtained when picking pockets in Aku;
  • Red ague, from a corpse in the Steppes (Horde of the Thundering Skies, roll 2-5);
  • Leprosy, sometimes contracted when spending time in the village at the entrance of the Forest of the Forsaken.

Rewards: 100 shards; silver flute (Charisma +2).

Arkane Kombat
Become the Arena Champion on the Isle of Mystery.

The Isle of Mystery lies east of Yarimura and is particularly tedious to sail to. Approach it from the south-west. You will need to make a Charisma roll [13, you get a bonus for your rank] followed by a Magic roll [12] to reach the shore. If you fail either roll, move and retry. (You will have to make those rolls every single time you want to sail there.)

Explore and you stumble upon ruins. If you completed “Book of the Seven Sages” (see Raider of the Lost Knowledge), you will be led into the city. Otherwise, you will have to make a successful Magic [13] or Sanctity [13] roll to enter the city. If you fail, leave and try again. (You only have to do this step on your first visit.)

In the city, explore to find the arena. In order to enter a fight, you must pay 50 shards, and either be a mage or make a Magic roll [18]. (If you fail the roll, you can retry as many times as you want, but you will have to pay the entrance fee again each time.)

You must then defeat two opponents, choosing the right spell to counter their attacks. Choose the wall of fire, then the wall of water to win.

You can return to the arena after your victory for free healing.

Reward: Free curse removal; free disease/poison cure; free healing; gain a rank (mage) or +1 to Magic (otherwise)

High Risk, High Reward
Raid the fortress on Bazalek Isle.

Bazalek Isle is a small island near Yarimura, full of danger and loot. You can find a map of the island while sailing the Violet ocean, south of Golnir, and rolling 2-5. This is not strictly necessary, but provides useful clues to deal with the island.

With or without the map, sail to the coastal waters south-east of Yarimura. After a Scouting roll [14], you’ll discover Bazalek Isle.

Avoid the cave. You have two options to reach the fortress. 1 – Swim. This requires a Magic or Scouting roll [both 14]. If you fail, you lose some stamina (in a rather hilarious fashion) and can try again. 2 – Cross the bridge and fight a knight. If you use a rope to ambush him, you can reduce his stamina to 6, but he is still a formidable opponent (Combat: 14, Defence: 20, Stamina: 6/35, Damage: 4-6). In particular, his high Defence might make him invulnerable to physical attacks if your Combat is too low. If you defeat him, you can take his suit of full plate armour.

Once you reach the fortress, a golem will ask you to choose the correct password out of three. Based on a clue from the map (“The password is often a colour but never a crystal”), you can figure out which one is correct: Glass.

This will reward you with several thousand shards and unlock the achievement. You can return to the fortress once more later for more loot (a very powerful sword). The second password cannot be deduced with certainty from the clue, and the golem will kill you if you pick wrong. The correct answer is Scarlet.

You can return to Bazalek to fight the knight and get endless suits of full plate armour – just make sure you bring some rope each time. However, do not attempt to raid the fortress a third time!

Rewards: Full plate armour (Defence +6) (conditional); Mythic sword (Combat +5) (second visit) or 1000-6000 shards (otherwise).

Indistinguishable From Magic
Acquire a gun.

Sail to the coastal waters near Scorpion Bight. On a roll of 8 or 9, you find a bizarre “ship”, in which you discover a weird “stick” that shoots bullets.

Reward: Magic stick (Combat +2).


No Guts, No Glory
Defeat a pirate ship off the coast of Golnir.

Pirates can be found throughout the coastal waters south of Golnir. Taking on a pirate ship is a dangerous endeavour which you should only undertake if you have an excellent crew (it can be upgraded to that level in Ringhorn), have a Luck blessing (there’s a Temple of the Three Fortunes in Metriciens) and are at least rank 4. If you encounter pirates at sea otherwise, you should try to run away while you can!

To battle a pirate ship, roll 3 dice if you are a warrior, or 2 otherwise, add your rank, and add 3 for your excellent crew. The total needs to be at least 14 to avoid a catastrophic outcome (losing your ship, your money or possibly your life), and at least 18 to win. (If you avoid disaster but do not win, you can just move and try again.)

A rank-4 warrior with an excellent crew and a Luck blessing has a 99% chance of avoiding disaster, and a 75% chance of winning. Non-warriors are better off waiting until they reach rank 6; that gives them a 97% chance of avoiding disaster and a 48% chance of winning.

Defeating your first pirate unlocks the achievement, and also a makes you gain a rank if you are a warrior (you get +1 to Combat otherwise). You get several hundred shards, some cargo and the pirate captain’s head (which sells for 150 shards in Metriciens). Afterwards, you can keep hunting pirates to get all the money (and severed heads) that your heart desires.

Rewards: 450-800 shards; 1 unit of cargo; pirate captain’s head; gain a rank (warrior) or +1 to Combat (otherwise).
Akatsurai: Quest Goals (3)
These achievements are awarded for completing quests that appear in the Akatsurai section of your quest log. They all require the “Lords of the Rising Sun” DLC.

For Your Eyes Only
Complete “The Dog of White Spear”.

This achievement is missable!

To start this quest, go to the hillsides south-east of Kaiju. You’ll encounter knights fighting barbarians. Help the knights and make a Combat roll [14] to avoid death. Lord Yoritomo will thank you and grant you the title Hatamoto. (This event is your only shot at gaining his favour. If you choose not to help the knights, you’ll be unable to get the achievement.)

Visit Yoritomo in Mukogawa and, more importantly, his spymaster, who gives you the quest. Go to Yarimura, visit the palace, then go back to the spymaster for your reward. If you happen to have a crimson arrow, store it away before you visit the spymaster. Otherwise, you’ll be executed and unable to get the achievement.

Reward: 350 shards.

Render Unto God
Complete “Render Unto God”.

This achievement is missable!

Go to Chambara and hire a boat (using the Explore icon) to take you upriver. Keep going upriver until you reach a serpent-shaped stone. Step on it to meet the god of the valley, who asks you to retrieve his sceptre.

It can be found in the Yasai mountains on the eastern island, guarded by a tatsu. If you’ve been hanging around the actors of Akatsurai, you may have learnt that an iron fan may offer some protection; the easiest way to get one is to defeat the woman guarding the Black swan bridge north of Sakkaku (make sure you refuse to swap weapons!). Then go to the mountains and climb, making two Scouting roll [15 then 18], to which you get a +3 bonus if you have a rope and some climbing gear.

Even with the iron fan, the dragon is a fearsome enemy (Combat: 14, Defence: 17, Stamina: 40, Damage: 5-7). Defeat it to get 1000-6000 shards (1000 times the roll of a die) and the royal sceptre.

Return to the god. You can give him the sceptre, which grants you a permanent protection from storms and unlocks the achievement. You can also try to keep the sceptre for yourself, but that requires making an extremely-hard Magic roll [25]. Should you succeed, you get the achievement and a very powerful weapon. But if you fail the roll, you’ll lose the sceptre, your resurrection deal, all your blessings, and your shot at the achievement.

Rewards: Imperviousness to storms or royal sceptre (Combat +5, all abilities +1).

What’s in the Box?
Complete “A Wicked Errand”.

This achievement is missable!

Go to the Oni Heathland in western Akatsurai and roll 2-5 to be offered an errand. Accept it. Do not open the box or you will receive a curse. Do not lose the box, or you will be unable to complete the quest. Go to the moorland north of Kaiju and roll 9-12 to meet the box’s recipient. Give her the box to get the achievement, though your Sanctity will be permanently decreased by 2 for helping the two witches.

Rewards: +1 to Combat, -2 to Sanctity.
Akatsurai: Exploration Goals (7)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked in Akatsurai. They all require the “Lords of the Rising Sun” DLC.

Evermore
Impress a tengu. Then impress him again. And again. And once more for good measure.

Explore Kwaidan forest. There are various random encounters as you do so; ignore them if you can, and keep pressing deeper into the woods, making Scouting rolls along the way. Eventually, you run into a tengu. Make a Charisma roll [15] to impress him (you get a +2 bonus if you’re a rogue, but a –2 if you’re carrying more than 750 shards). If you do, he will impart some knowledge and lead you out of the forest. (If you fail the roll, you will lose all your possessions and half your money!)

Go back and do all of this three more times until he has nothing more to teach you.

Rewards: +2 to max stamina; +1 to Thievery; +1 or -1 to Combat; +1 to Magic.

Face Off
Get a new face.

This achievement is missable!

You will need a mask for this achievement. If you do not already have one, you can go to the floodlands north-east of Sakkaku, roll 8-12 to meet an actor, and give him at least 100 shards to get a dragon mask.

Make your way to the outskirts of Kwaidan forest, west of Chompo, and roll 10-12 to meet a solitary traveller. Help her (if you ignore her, you will be unable to get the achievement), only for her to steal your face! You will now fail all your Charisma rolls unless you wear a mask.

Go to the eastern island, and head inland, east of Kaiju. Roll 10-12 to listen to a storyteller; he tells you about the mujina, the creature that stole your face. He reveals she keeps the faces she stole in Kwaidan forest. Go back to the place where you originally met her and enter the forest. Go upstream, then towards the oak, then back, then search for a way out and roll 10-12 to find her cave. She shows up; you can kill her or just hide until she leaves.

Either way, you gain access to her trove of faces. You can get yours back, or pick a prettier one that will raise your Charisma to 12. Only this latter choice will unlock the achievement.

Reward: Charisma becomes 12.

Morituri Te Salutant
Defeat Morituri of the Dawatsu.

This achievement is missable!

See The One Ring in the Old Harkuna section for instructions on how to unlock this achievement. Note that you do not need to do that whole quest, just the bit where you find Morituri’s sepulchre and fight him.

Rewards: Hyperium wand (Magic +6); 2500 shards.

Not To Scale
Gain the power of a dragon.

You’re going to become part-dragon, which will first involve defeating one. If you’ve been hanging around actors in Akatsurai, you may have learnt that an iron fan may offer some protection; the easiest way to get one is to defeat the woman guarding the Black swan bridge north of Sakkaku (make sure you refuse to swap weapons!).

Go to the eastern island, and head inland, east of Kaiju. Roll 10-12 to listen to a storyteller, and choose the “otherwise” option even if you do have a mask. You will learn that dragons have a pearl in the roof of their mouth.

Then go to the Yasai mountains to the south, and climb, making two Scouting roll [15 then 18], to which you get a +3 bonus if you have a rope and some climbing gear. Even with the iron fan, the dragon is a fearsome enemy (Combat: 14, Defence: 17, Stamina: 40, Damage: 5-7).

Once it’s dead, get the pearl and swallow it to become dragonborn. This will increase your Combat and Magic significantly. However, your Sanctity will be reduced to 1, you will never be able to follow a god (this will lock you out of several quests in Uttaku and Ankon-Konu!), and, if you were a priest, you will be forced to switch to another profession.

Rewards: +2 to Combat, Magic and max stamina; -2 to Charisma; Sanctity reduced to 1; priests must switch professions.

One With Everything
Gain enlightenment.

This achievement is missable!

Begin by becoming an initiate of the Sage of Peace at a temple (e.g. in Chambara); this requires a successful Sanctity roll [15]. Go to the Urushi mountains, south of Shingen, and look for the monastery. Start training and leave all your possessions; you’ll have to make several rolls without your equipment, so you might want to drink potions before you leave everything.

Then you must succeed at two rolls, Scouting [14] and Thievery [14], and win a fight against yourself. Failure at any point will lock you out of the achievement. (The monk mentions visiting the Saint of Vulture Peak in Chrysoprais to get another chance, but that location is not in the game yet.)

This completes the test and gives you the achievement. Don’t forget to recover your equipment before you leave!

Rewards: Gain a rank; Sanctity becomes 12.

The Sting
Gain some wasps’ help to defeat a wizard.

This achievement is missable!

Start by sailing to the Jawbone isles, north of Akatsurai. You have to make a Scouting roll [13] to avoid losing your boat. You are accosted a paladin; follow him and agree to the queen’s request. Make a Combat and a Charisma roll [both 15] to defeat the dragon. (You only have one chance to do this event properly; if you don’t, you will be unable to get the achievement.)

It was all a dream! But you’re friends with a bunch of wasps now anyway. Sail to Shaku, the southern island, explore the interior, and roll 9-12 to find a wizard’s mansion. Refuse to pay, and the wasps will come to your help, killing the wizard.

Rewards: Celestium wand (Magic +5); fretwork key; green gem; scarab amulet; faery mead.

Towering Achievement
Defeat the giant guarding the Black Pagoda.

Go to the Black Pagoda in western Akatsurai. It is guarded by a giant; you have two ways to deal with him:
  • Fight him: Sneak into the Pagoda then attack him. He’s a fearsome foe (Combat: 15, Defence: 22, Stamina: 51, Damage: 5-8), and if he hits you during the fight, your max stamina will go down by 5 permanently.
  • Dupe him: You’ll need several items: some rope, some faery mead, and either a seal of the Black Pagoda (see Knight in Beastly Armour) or a lady’s court robe (which can be obtained by helping the barbarians against Yoritomo, see For Your Eyes Only; this will prevent you from doing that quest). Knock, pretend to drink, offer the mead, tie the giant, and make a successful Combat roll [14] to kill him without a fight.
Either way will unlock the achievement.

Rewards: Gain a rank; 2500 shards; pink rice; dragon head; battle axe (Combat +3); plate armour (Defence +5).
Akatsurai: Court Intrigue (2)
Two achievements related to gaining prestige among the Sovereign’s court in Chambara. They all require the “Lords of the Rising Sun” DLC.

Cyrano d’Akatsurai
Reach Junior Court Rank.

This achievement is missable!

Visit the Sovereign’s palace in Chambara. (You only get one chance at making a good first impression; messing up this event will lock you out of the achievement.) Head toward the gazebo and offer your help.

You then need to make a Scouting roll [17], which you can skip if you are a Troubadour, followed by a Charisma roll [14]. This unlocks the achievement and lets you continue this storyline.

Rewards: Junior court rank; 10 shuriken (Combat +2).

A Bard’s Tale
Reach Senior Court Rank.

This achievement is missable!

As of version 1.3, this achievement can only be unlocked as a Troubadour. (There is an event in the Violet Ocean that lets other professions perform the task, but it is not yet in the game.)

If you want to unlock it without restarting a full playthrough, there exists a (pretty complicated) way to switch professions:

First, you have to be a priest. To become one, visit Clearwater shrine, east of Shingen, get a boon, and roll a 5. (Warning: rolling a 6 makes you lose a rank!) Then, as a priest, become Dragonborn (see Not to Scale) and choose Troubadour as your new profession. You can only become Dragonborn once, so there’ll be no way to return to your original profession.

As a Troubadour with a junior court rank, visit the palace. You’ll be asked to play the flute; agree to do so to get the achievement. (You only get one chance to do this; if you attempt this event as another profession, you will be unable to get the achievement.)

Reward: Senior court rank.


There are two more events that continue this storyline. You can experience them by returning to the palace. Since they do not grant achievements, they are outside the scope of this guide.
Violet Ocean: Island Secrets (5)
These achievements are unlocked by discovering the secrets of various islands in the Violet Ocean. They do not appear in the quest log. They all require the “Serpent King’s Domain” DLC.

9 3/4 (Sorcerers’ Isle)
Join a college.

Sail to Dweomer on Sorcerers’ Isle and try to join a college. In order to do so, you have to fail a Sanctity roll [14]; if the roll is successful, your application is declined and you get teleported to Smogmaw. (You can buy a ticket back to Dweomer for 35 shards there and try again.)

Make sure to take off any item you have that increases your Sanctity. If your base Sanctity is already 12, you can save and reload until you hit that 1 in 36 chances, or try to improve your odds. A simple way to do so while you’re in Smogmaw is to visit the temple of the Three Fortunes, play cards with the priestess until you lose and refuse to pay her. She curses you, giving you only one die for ability rolls; if your Sanctity is 12, you now have a 1 in 3 chances to fail the roll. Hire a ship back to Dweomer for 35 shards and try again until you get it. You then have to travel to the temple of the Three Fortunes in Metriciens to remove the curse.

Rewards: Access to a college, including a stash and means to purchase Magic (lecture hall) and Luck (kitchens) blessings.

Beyond The Veil (Copper Island)
Gain knowledge from spectres.

This achievement is missable!

First, acquire a spectral veil. You can get one as a reward for completing “The Lost Khan” (see Unresting Place). Another way is to reach the Frostsheen longitude in the westernmost parts of the Violet Ocean and roll 2-4 to be visited by a ghost; a successful Sanctity roll [15] rewards you with what you need.

Then make your way to Brazen on Copper Island and explore the mines. Take the left-hand tunnel and break the boards. Your spectral veil will let you communicate with the spectres. (Do not banish them, or you will be unable to get this achievement!)

Reward: Gain a rank.

Insomnia (The Sleeping Isle)
Discover (and ruin) a bit of Paradise on the Sleeping Isle.

The first part of this adventure requires you to hear mermaids sing (and survive). To prepare for this, get some rope and read up on mermaids at the college library in Dweomer (see 9 3/4). While you’re there, you might also find some ghost stories, which will give you horrible nightmares and decrease your Charisma by 1 permanently, but will prevent you from having to make a few dangerous Magic rolls later.

Then sail to the location labelled “Singing breadth”, north-west of the Sleeping Isle, and roll 2-5 to hear mermaids sing. Tie yourself to the wheel to listen to the song safely.

You are now ready to sail to the Sleeping Isle and explore with your crew. Enchantments on the island will try to make you fall asleep; unless you’re plagued by nightmares, you will need to make two Magic rolls [13 then 18] to resist. Warning: If you fail them, the game will end and you will be unable to resurrect! Your crew will also fall asleep; wake them with the mermaids’ song.

You finally reach a door which you can open with your crew’s help, gaining riches but destroying the place forever.

Rewards: +3 max stamina; 5000 shards.

Made It, Ma’! (Starspike Island)
Reach the top of Starspike Island.

You will lose quite a bit of stamina in the first part of this adventure, so make sure you’re in good health before you begin. Sail to the exotic lanes, north-east of Starspike Island, and roll 2-5 to encounter a flying ship. Seize the man and climb up to the ship. Explore, take the left-hand door, and fight a few men to get a fretwork key. Keep exploring and inhale the grey vapour. Your Charisma is permanently reduced by 1, but you can now survive almost without oxygen!

You’re now ready to head to Starspike Island. Make sure you bring a rope and some climbing gear, since you’re going to e climbing a mountain. Make a successful Scouting roll [10 with the equipment] to reach the top, and unlock the gateway with the fretwork key. Since the Underworld is not part of the game as of version 2.0, go back down the way you came, which requires another Scouting roll [12].

Rewards: +1 to Thievery; +1 to Charisma.

Non-Starter (Vervayens Isle)
Save Vervayens Isle from gorgons.

In the book series that this game is based on, this adventure was only available to players who started their journey in the third book. Now, it can finally be experienced by everyone – though it’s still very hard to find!

The first step is to get marooned on a deserted island. This can happen in numerous ways, generally involving losing your ship. A couple of safer ways exist: 1 – Hire a ship from Copper Island to Metriciens and roll 1-2. You will lose all your money in the process. 2 – Visit the master of your college in Dweomer (see 9 3/4) and fail a Charisma roll [14] (this might require the same trick used to fail the Sanctity roll when applying to the college); ask about desert islands.

Once on the island, you need to deal with the gorgons who have cursed the place. Several ways are available: 1 – Pray for guidance, making a Sanctity roll [12], then freeze when the gorgons approach and fight one of them. 2 – Ascend the cliffs, barge in, making a Magic roll [10], then freeze and fight a gorgon. 3 – Ascend the cliffs, sneak in at night, making a Scouting roll [10] followed by a Thievery roll [10, or 15 if you failed the Scouting roll], and kill them without a fight.

Warning: If you fail any of the rolls (except Scouting), you will have to make a Magic roll [14] to avoid being petrified, which would end your adventures without hope of resurrection! If you avoid petrification, you will have to leave the island and get marooned again at a later time to get the achievement.

Rewards: Access to Vervayens Island, a new brigantine and crew.
Violet Ocean: Criminals (3)
Achievements that involve dealing with the seedier denizens of the Violet Ocean. They all require the “Serpent King’s Domain” DLC.

Flying Colours
Live the pirate life.

If you haven’t yet found the pirates’ hideout in the Violet Ocean, sail to the Unnumbered Isles east of Dweomer. Make a Scouting roll [15] followed by a Charisma roll [12] to gain access.

There are several ways to join the pirates, but they all require finding yourself in their hideout without a ship. So be ready to lose yours. One reliable way to get the achievement follows:

Sail into the hideout openly, making a Charisma roll [15, 12 with a galleon and excellent crew]. Take part in the banquet and abandon your crew. (Do not ask me to explain what happens if you fail the roll. It involves far too many variables.)

You spend some time living as a pirate. Your skills are tested through Thievery and Scouting rolls [both 14]. Both need to be successful to unlock the achievement. (You get to escape and try again later if you fail one. Failing both means death.) You retire after a year, now considerably richer. (And somehow, as of version 2.0, the ship and crew you had left at the pirates’ hideout are returned to you!)

Rewards: 8500 shards; sword of the Shadar (Combat +4).

Nautical Mile
Beat up some slavers, get a gun.

Then sail to the location labelled “Singing breadth”, north-west of the Sleeping Isle, and roll 9-12 to encounter slavers. Board their ship. This plays out like a pirate battle (see No Guts, No Glory). Win (18+) to get the achievement.

Rewards: Flintlock mechanism (Combat +4); 950 shards.

Nemesis
Settle the score with an old frenemy.

This achievement is missable!

You first need to follow a specific chain of events in Sokara. In Yellowport, visit the wealthy part of town at night. A woman tries to rob you; make a successful Thievery roll [10] to catch her. (If you fail the roll, you can try again later; you’ll lose some money, though.) The woman, Lauria, invites you to join her to burgle a house. Agree. Once there, you can search the ground floor to find a verdigris key if you want, then look for her upstairs, where you find out that she’s left you to take the fall for the burglary! Make your escape. (If you refuse to join her, or leave the house before you discover her treachery, you will be unable to get the achievement.)

You then need to get enslaved in the Bronze hills. (This will mean losing all your money and possessions.) One possible way to do that is simply to stay downstairs during the burglary, then fail a Combat roll [12], but then you don’t get the keep the precious verdigris key. A better way might be to burgle the temple of Tyrnai in Caran Baru (see Blasphemous Burglary), then return there and fail the Luck roll. Once in the mines, you meet Lauria again. Agree to her escape plan, only for her to betray you again! You lose 1 point of Charisma and have to escape on your own. This requires a successful Thievery roll [10]; failure means death.

Then make your way to Sorcerers’ Isle and explore the streets to catch a glimpse of Lauria in a tavern. You have two options to deal with her:

1 – Reconciliation: Barge into the tavern and start yelling at her. Her companion teleports you away. Make your way back and try again, more diplomatically this time. You get to know her better and her companion heals your scars, getting you that point of Charisma back. This unlocks the achievement.

2 – Revenge: Follow her. This requires a successful Scouting or Thievery roll [both 18]. (If you fail, you’ll have to deal with the gentleman whose house you burgled in Yellowport. You can return and try again afterward.) Then make a Thievery roll [13] to break into her house. (If you fail, you’ll have to make a Combat roll [13]; if you fail that one, she might kill you.) You can then steal 250 shard from her, or sell her into slavery for 150 shards. Either way unlocks the achievement.

Rewards: None, or 250 shards, or 150 shards.
Violet Ocean: Gods and Ghosts (2)
Achievements that involve supernatural adventures in the Violet Ocean. They all require the “Serpent King’s Domain” DLC.

Bounty of the Seas
Receive a boon from the sea gods.

This achievement is missable!

To complete this adventure, you must be a follower of Alvir and Valmir. You can become one at all the cities on the southern coast of Sokara and Golnir. Then sail to Brazen on Copper Island and explore the mines. Take the right-hand tunnel to find a sea-green lens. The lens is irreplaceable. Do not lose it, or give it to Call of Eagles in Dunpala, before you’ve unlocked the achievement!

You then need to discover a small island, about halfway between the Sleeping Isle and Copper Island. Sail to the location labelled “Tropical current” to find it. Explore the tunnel and use the lens to open the door. As an initiate of the sea gods, you get offered a boon. You can pick whichever you want (see below for the details; all lead to the achievement).

Finally, sail toward Starspike, to the location labelled “Rufescent current”, to receive your boon. Assuming you don’t get waylaid at this point by pirates, divine intervention or some other irritant, the achievement unlocks. What happens next depends on what you picked earlier:

Life: Kill the serpent yourself to get a free resurrection deal that can be used up to 3 times. (However, you end up resurrecting on a deserted island without a ship, which may not be ideal...)
Strength: Challenge the man, make three successful Combat rolls to gain +1 to Combat and +5 max stamina.
Ease: Explore the island to gain a rank if you are a Mage, Troubadour or Wayfarer, or +1 to Scouting otherwise. Also, you can revisit the island, and the quality of your crew is increased each time.

Rewards: Resurrection deal; or +1 to Combat and +5 max stamina; or +1 to Scouting; or gain a rank.

Unresting Place
Complete “The Lost Khan”.

Sail to the location labelled “Rolling cradle”, west of the Sleeping Isle, and roll 2-5 to be visited by the ghost of Tayang Khan. He wants you to announce his death at the Fane of the Four Winds, in the Great Steppes. Warning: Do not return to him until you’ve completed his quest, or he will kill you! (If that happens and you have a resurrection deal, you can still continue the quest and unlock the achievement.)

Make your way to the Strange gully in the middle of the Steppes to make the announcement, then return to the ghost for your reward.

Reward: Spectral veil.
Feathered Lands: Dunpala (4)
Four achievements tied to events that begin in Dunpala. They’re a good way to start your adventures in the Feathered Lands. They all require the “Serpent King’s Domain” DLC.

The Show Must Go On
Complete “What We Do in the Shadows”.

This achievement is missable!

Explore Dunpala at night and roll 2-6 to encounter a murderer being chased by guards. Help him. You have to make a successful Thievery roll [13] or fight the guards. The man gives you a bamboo invitation. (You have only one chance to do this. Refusing to help or getting killed and resurrecting locks you out of the achievement.)

Visit the Theatre of the Obscure and go backstage. Your new murderer friend wants you to find the Theatre’s leader, Birdsong at Dawn. Visit the shrine to Galami; the priest points you toward a crocodile farm near the Lake of Firewater. Make a Scouting roll [13] to sneak in.

You meet Birdsong at Dawn, who’s perfectly happy with her new boyfriend. You can leave her to her happiness, which will get you a blue crystal shard. If you’d rather have her break up and return to her needy gang a reformed criminals, you can try to convince her; this requires a successful Charisma roll [15]. Then return to the Theatre to conclude the quest. Any outcome unlocks the achievement.

Rewards: 350 shards, great macahuitl (Combat +4), jaguar mask (if Birdsong at Dawn returned); or 100 shards, blue crystal shard (if you left her to her happiness).

Jack the Creeper
Defeat Kerep Tlotor in the spiritual realm.

This achievement is missable!

This adventure is a great way to learn about the spiritual realm and to get some early nahual. There are three ways to start it, all related to The Show Must Go On.
  • When you encounter the murderer at night, do not help him. You get a violet-flecked stone. Then explore the streets by day and roll 7-8 to encounter Qlelec. Give him the stone to hear about Kerep Tlotor. (If you lose the stone before that, you will get locked out of the achievement.)
  • If you convince Birdsong at Dawn to return to the Theatre of the Obscure, visit her to hear people talk about Kerep Tlotor.
  • If Birdsong at Dawn decided to stay on the crocodile farm, visit her to hear about Kerep Tlotor.
Once you’re aware of the creature, explore the streets of Dunpala at night and roll 9-12 to encounter it. After the fight, you are afflicted with Kerep’s Touch, which reduces all your abilities by 2 points. Visit the temple of Quetzil and ask for help.

Though not strictly necessary (and potentially risky), you should probably accept the priest’s help to learn more about Elaz Carnaquen. (You will have to make some ability rolls while cursed and deprived of your equipment, so you might want to drink potions and stock up on blessings beforehand.) You spend several days in a confined space until you are visited by a white serpent. You are offered two items, and then have to make two rolls [16] depending on the items you chose:
  • Both: Thievery and Combat
  • Bowl: Scouting and Combat
  • Bamboo: Thievery and Magic
  • Neither: Scouting and Magic
If you fail one roll, you must decrease one of your abilities by 1. If you fail both, you also lose a rank. The items you chose will also play a part in the final fight against the Serpent King. If you pick the bowl (regardless of what you did with the bamboo stalk), it will grant you a powerful weapon; otherwise, it will heal you and increase your max stamina. In any case, you also gain 1 nahual, which will make you more powerful in the spirit realm and give you access to various events.

You then need a Xibalban lantern, which can be crafted by Call of Eagles at the inn. This requires a lantern and a green gem or sea-green lens. If you need a green gem, you can explore Dunpala by day and roll 2-6 to meet some unscrupulous vendors. Make a Thievery roll [12] to convince them to deal with you. (If you fail, they refuse and steal 100 shards from you.) You can buy a green gem for 150 shards.

While you’re interacting with Call of Eagles, you might also want to buy a crystal knife, a weapon you can use in the spirit realm. This requires a dagger, an amber wand (both can be purchased at the market) and a blue crystal shard, which can only be obtained from Birdsong at Dawn if you advised her to stay on the farm (see The Show Must Go On).

When you are ready (make sure you equip the crystal knife if you have it!), return to the temple to fight the creature in the spirit realm. Victory will clear the curse and unlock the achievement.

Rewards: +1 nahual; gain a rank.

Whispers of the Wind
Complete “Dances With Flames”.

Visit the king in Dunpala; he wants you to lift the curse affecting his son. He advises seeking help from a witch in the jungle. Make your way to Pachara’s grove in the jungle north of Sheka-Tel. If you can roll equal or less than your nahual on 1 die, or make a successful Scouting roll [21], you get to meet her. Ask her about the king’s son. She gives you the quest “Heart of the Jungle” (see Lonesome Heart).

Once you have completed that quest, bring the acorn to the king in Dunpala. You cure his son and receive a merchant’s cloak that allows you to explore the jungle without being bothered by Namagal’s goons.

Rewards: Merchant’s cloak; gain a rank.

Lonesome Heart
Complete “Heart of the Jungle”.

See Whispers of the Wind to start this quest. You will need a Xibalban lantern and/or nahual for this quest (ideally both); see Jack the Creeper to acquire them. (You can also ask Pachara to increase your nahual by 1.)

Go to Sheka-Tel and explore to ask for passage to the Whispering Isle. You will have to give two items to rent a boat. Use your nahual to find a spider, then the lantern to fight it in the physical world. Bring the flower to Pachara.

Rewards: Wisp-spider webbing, red acorn.
Feathered Lands: Quest Goals (8)
These achievements are awarded for completing quests that appear in the Feathered Lands section of your quest log. They all require the “Serpent King’s Domain” DLC.

Break a Leg
Complete “Murders Most Foul”.

As an optional, but recommended, step, you should first visit the library in Shamsar. Go to the greentop range east of Dunpala and roll 7-12 to meet true believers. Join them; they will make sure you have access to the library. There, read the book about Patasola. While you’re there, you should also buy a bag of seed. (This item can also be purchased in Inkatek.)

In Inkatek, visit the temple to Huan-da and In-da to start the quest. Then, armed with your knowledge and your bag of seed, investigate the gardens. Confuse Patasola with the seeds and kill her. Return to the temple for your reward.

Rewards: Blessing stone (Scouting +1), ebony wand (Magic +2).

Free Willy
Complete “The Lustful Musician”.

Visit Caua-Tel and agree to help. Make a successful Combat roll [16]. (Try again the following night if you fail.) Then make your way to the Macaw village in the middle of the jungle and roll 2-6 to find the village. Talk to the storyteller about what happened. Return to Caua-Tel to conclude the quest.

Rewards: Moonstone brooch (Charisma +3), pouch of blessed ash.

Laments of the Sand
Complete “The Desert’s Endless Search”.

Explore the desert west of Shamsar and roll 2-5 to notice an oddity: a man, looking for the woman he loves. Make your way to the mine east of Begotombo. Explore and enter the side tunnel to find the woman. Return to the man in the desert to conclude the quest.

Reward: Blade of loss (Combat +5, Defence +2) (troubadour) or hero’s sword (Combat +3) (otherwise).

Requiem
Complete “The Blackwood Lyre”.

Go to Prowler beach, east of Smogmaw and roll 9-12 to meet thieves. If your rank is at least 10, they offer you a job: recover a lyre from one of their colleague and bring it back to them. Make your way to Vulture Peak, east of Begotombo. The lyre’s owner will attack you. You first have to make a Combat roll [18] (failure means death) then fight him.

Return to the thieves. You can sell them the lyre for 700 shards, or fight them to get 800 shards and keep the lyre. (If you’ve lost the lyre on the way, you can still fight them and unlock the achievement.)

Rewards: 700 shards; or 800 shards, Blackwood lyre (Charisma +5).

Soaring Faith
Complete “The Winged Idol”.

This achievement is missable!

For this achievement, you will need a cloak of feathers. There is only one way to get one. Sail the waters south of the Shadar Tor in Sokara and roll 10-12 to notice a merchant ship. Offer your assistance. Then go to Smogmaw and explore the streets to find the merchant you’ve helped. She gives you a cloak of feathers. If you ever lose the cloak, you can return and get another one. However, if you failed to help her, don’t even bother starting the quest: you will be unable to complete it.

Visit Glimbinki’s shrine in Smogmaw to receive the quest. Go to the mountains north-east of Begotombo and roll 9-12 to hear a heartbeat in the night. Make a Scouting roll [19] and use your cloak of feathers to capture a kapki bird. Then make your way to the Macaw village in the middle of the jungle and roll 2-6 to find the village. Look around and impress the villagers with your kapki bird. Return to Smogmaw for your reward. Do not lose the idol on the way, or you will be unable to unlock the achievement!

Reward: +1 to Scouting.

Sparkling Water
Complete “Curse of the Ora’i Well”.

This achievement is missable!

Visit the Ora’i Well in Shamsar to start this quest. Go to Begotombo, visit the Parade of Beasts and pay 50 shards to hear the story of Running Mouse. In accordance with the story, you should get a bullfrog. You can buy one in Sheka-Tel, on your way to the Panyck Falls.

One you reach the falls, try to fill a bottle; a spirit will challenge you to a shouting contest. Because you know the story and you have a bullfrog, you are able to win and receive a bottle of Panyck water. Bring it to the Well for your reward. Do not lose the bottle, or you will be unable to unlock the achievement!

Reward: Seeking string.

Things You Wouldn’t Believe
PICTUREComplete “Tales from the Jungle”.

See Thy Rod and Thy Staff for the way to start this quest. You need to return having completed one (or more) of the following adventures:
  • Solve the murder in Sheka-Tel (see Whodunit);
  • Defeat Baron Moonshine (see Capital Redundancies);
  • Bring peace to the spirits in Tarshesh (see Better Late Than Never);
  • Bring information to a dragon (see Order of the Dragon).
Return to the commander for your reward.

Reward: Club of spider-slaying (Combat +4).

Thy Rod and Thy Staff
Complete “Wayward Son”.

Visit the temple of Vinti in Begotombo and talk to the high priest. He asks you to help a priest who’s being held in Kchen Chennar, near Dunpala. He gives you a sigil of Vinti to assist in your quest. Make your way to the fortress and approach openly with the sigil. Make a successful Charisma roll [15] to talk to the commander. (If you fail the roll, the guards will confiscate the sigil and you will have to return to Begotombo to get another one. Also, you’ll get imprisoned in Inkatek.)

Talk to him. This starts “Tales from the Jungle” (see Things You Wouldn’t Believe). He also frees the prisoner. Return to the temple in Begotombo for your reward.

Rewards: Gold holy symbol (Sanctity +3), relic of Tarshesh.
Feathered Lands: Exploration Goals (3)
These achievements are tied to discoveries that do not appear in the quest log. They are unlocked in the Feathered Lands. They all require the “Serpent King’s Domain” DLC.

Better Late Than Never
Uncover how Tarshesh fell.

This achievement is missable!

You need to gather information from four restless spirits to understand what happened in Tarshesh when Namagal conquered it two centuries ago. Before you head there, you should do the following things to prepare:
  • Renounce any god you might be following.
  • Get a resurrection deal. (You will lose it as part of this adventure.)
  • Acquire a relic of Tarshesh (see Thy Rod and Thy Staff). If you have lost the relic, you will be unable to unlock this achievement.
  • Acquire either a golden sword (see Bat Market), a golden katana (see Am I a Joke To You?) or a gold dagger (stolen by sneaking into Kchen Chennar, or bought in Borotek for 2000 shards).
  • Unless you’re a rogue or a troubadour, acquire an onyx bracelet. You can purchase one in Begotombo, Sheka-Tel or Inkatek for 2000 shards.
  • Acquire a water flask (sold in Shamsar for 20 shards).
  • Optional: If you happen to have the mirror of the Sun goddess, or a spirit mirror, or if you grabbed a cursed silver mirror in Golnir, bring it along.

Then visit the four spirits in Tarshesh:

The priestess: Head to the temple. She asks for a mirror. If you hand her the silver mirror, that will lift the curse. Giving her another mirror will grant you +1 Sanctity. Either way, tell her Tarshesh has fallen and give her the relic to learn her side of the story.

The bodyguard: Enter the palace. You may fight the warrior, and gain +1 Combat if you win. But to learn what he knows, you should drop your golden weapon instead. (You don’t actually lose it.) If you want the stats, you can fight him, leave the palace, and return later to progress the story.

The merchant: Descend the staircase to meet him. Get his blessing and/or his curse if you’re interested. Then trade your resurrection deal for his secret.

The cook: Investigate the well and pour water from your flask to see the cook. If have already talked to the priestess, you will know his name and get his side of the story. (Otherwise, leave and return afterward.)

Once you have heard all four, you will get to have a conversation with the city’s leader, Uemec. He asks who is to blame for the fall of the city.

If you blame one of the four spirits you’ve met, enabling Uemec to keep ignoring his own responsibility, he increases one of your abilities by 1, depending on who you accused (cook: Scouting; merchant: Thievery; priestess: Sanctity; bodyguard: Combat). Then his army takes revenge on him; you receive jade beads (Sanctity +3).

If you instead blame him, or tell him that Namagal was unbeatable anyway, Uemec finally takes responsibility for what happened, and apologizes to his army, allowing them all to move on peacefully into the afterlife. You receive the blade of Equilibrium.

Either way, your nahual increases by 1 and you unlock the achievement.

Rewards: +1 to nahual; +1 to an ability, jade beads (Sanctity +3); or blade of Equilibrium.

Capital Redundancies
Defeat Baron Moonshine – twice and for all.

Beware that this adventure offers little gain and can have a catastrophic outcome. It will be easier if you have an excellent crew on your ship, and are at least rank 10. Having a Luck blessing is also advised.

Sail to the location labelled “Moonshine waters”, roughly east of Dunpala, and roll 2-6 to encounter Baron Moonshine’s pirate fleet. Try to escape, but fail the Luck roll (having some cargo will help). Regardless of the result of the second Luck roll, choose to attack the Baron’s ship. You then need to roll at least 11 on two dice, taking into account a +2 bonus for your excellent crew and a +2 bonus if your rank is at least 10: a 58 % chance (82 % with a Luck blessing).

If you succeed, fight and kill the Baron. (He has a variety of magic powers that make him a challenging fight.) You can keep the Baron’s sword. Then take the time to heal, restore your crew back to an excellent level, and refresh your Luck blessing if necessary.

Make your way to the cove of Camazotz, north-east of Begotombo, to notice the Baron’s men performing dark magic to resurrect him. Destroy the monolith, then repeat the steps above to reach the Baron’s ship again. This time, he flees like a coward, which unlocks the achievement.

Rewards: Shadar scimitar (Combat +3).

Whodunit
Prove a monkey’s innocence.

This achievement is missable!

As you visit Sheka-Tel, you learn that the Chief Administrator has been killed. A monkey is getting the blame, but there might be more to it. You can visit the administrator’s hut for some background info, but do not make accusations until you have the correct evidence, or you might become unable to get the achievement. You can investigate the storehouses, then ask about Perepa in town, but it’s a red herring.

Visit the temple to Quetzil and ask about a blessing (even if you already have one) to learn about the deadly upari tree. Leave the town, head east and roll 9-12 to find said tree. You spot a suspicious bundle; make a successful Thievery roll [16] to retrieve it (failure means death unless you have a blessing of immunity to poison). Get the oil-soaked cloth and head back to town. Now visit the shrine to Huan-da and In-da and show the cloth around. Follow the trail by looking for the merchant who sells venom. Pay 400 shards to have him rat out the healer.

Question him (he plays dumb) then follow him to find the evidence you need. If you want to buy his powerful curing potion, do so now, as you will be unable to afterward. Then go to the administrator’s hut and accuse him. He gets disembowelled, you get rewarded and, most importantly, the monkey gets released!

Rewards: Monkey paw ring (Thievery +1), cross-staff (Scouting +2), transcript of paradox.
Feathered Lands: Artificer, Assemble! (1)
Have a genius artificer craft something for you.

Warning: This adventure requires a visit to the House of healing in Shamsar, which can make you decrease your immensely-valuable nahual. Ideally, you should attempt this before gaining any nahual. Become of follower of Huan-da and In-da in Shamsar (this requires a base Sanctity of 5, which you should have at this point) to temporarily gain 1 nahual. Then do what you have to do at the House of healing and renounce the gods immediately afterward. That way, you only lose nahual that was “on loan” from the temple.

Inside the House of healing, you need to make a successful Charisma roll [13] (you can try again later if you fail), then mingle with the patients. You are offered three pictures; purchase the one with the broken sword. (The picture with the horse lets you gain a sooty mark for another adventure; you may want to buy it first. Avoid the one with the storm.)

You are teleported to Bellentacq’s workshop. She can make various unique, powerful items for you, provided you bring her the components she requires (and a lot of money). Buying anything from her unlocks the achievement.

The requirements for the various items are often unique rewards for completing specific quests. They are as follows:

Equilibrium (Combat +7, Offence +4 in spiritual combat):
  • Hilt of Equilibrium: become an initiate of Pyahil in Sheka-Tel or Shamsar to receive a flint knife; go to the mountains north-east of Begotombo and roll 2-5 to encounter lightning birds; kill them with the flint knife in your possession.
  • Blade of Equilibrium: see Better Late Than Never.
  • Pouch of blessed ash: see Free Willy.
  • 9000 shards.

Sacrosanct sword (Combat +Sanctity/2, Offence +3 in spiritual combat):
  • Shortsword.
  • either Gold holy symbol: sold in Borotek, Aku, or see Thy Rod and Thy Staff;
  • or Serpent symbol: sold in Inkatek.
  • 2000 shards.

Yrindi spear (Combat +5, Scouting +2):
  • Yrindi branch: find the location labelled “Yrindi’s call” in the north-western part of the jungle and roll 9-12 to find the yrindi tree and take a branch.
  • Obsidian dagger: sold only at the Bazaar of the Golden Ones (see Stairway to Heaven) and by the trau at Haggart’s Corner (see Top Gear).
  • Blessing stone: see Break a Leg.
  • 1800 shards.

Champion’s gauntlets (Defence +1, max damage +1):
  • Selenium wand: sold in Inkatek, Aku.
  • Potion of strength: sold in Aku, or by unscrupulous vendors on the streets of Dunpala by day.
  • 2800 shards.

Circlet of mastery (+1 Sanctity, +1 Scouting, +1 Combat, -5 max stamina):
  • Runic circlet: on your first visit to the inn in Begotombo, a man offers you to wager your soul against a runic circlet; roll anything but 7 on two dice to win.
  • Dragon egg: see The Stork Brought It; using it here will prevent you from completing that quest.
  • 3000 shards.

Crocodile hide armour (Defence +4):
  • Crocodile skin: sold in Dunpala.
  • either Silver holy symbol: sold in Borotek, Aku;
  • or Animal totem: sold in Shamsar.
  • 3000 shards.

Darkling cloak (Thievery +4, Sanctity reduced to 1):
  • either Chameleon cloak: kill chameleons in the Singing forest in Uttaku;
  • or Ashen cloak: sail to the Star coast north of Tarshesh and roll 2-5 to encounter a mariner; rescue him against his will and steal his treasure map; then dig up the treasure at the location labelled “Eksmark’s Despot” (haha) north of Shamsar.
  • 1800 shards.

Flask of oblivion (16 extra inventory slots):
  • Water flask: sold in Shamsar.
  • Demon stone: go to the desert north-west from Shamsar and roll 2-5 to notice a meteorite; look for it and roll 4-6 to encounter a demon; kill it to get the stone.
  • Transcript of paradox: see Whodunit; there’s only one in the game so you’ll have to choose between making the flask and the wisp-spider mirrors.
  • 4000 shards.

Periapt of purity (immunity to diseases and poisons):
  • Serpent symbol: sold in Inkatek.
  • Silver holy symbol: sold in Borotek, Aku.
  • Jet orbs: as of version 2.0, anger Namagal by evading one of the random patrols you may encounter in Inkatek or Sheka-Tel; go to the bladed fields east of Dunpala; fight the statue.
  • 1000 shards.

Seeking string (one-time protection against losing your items):
  • Ball of string: sold in Caua-Tel, Sheka-Tel.
  • Animal totem: sold in Shamsar.
  • Dragon feather: see the start of The Stork Brought It.
  • 4000 shards.

Wisp-spider mirrors (lets you teleport to one of your houses in Ankon Konu):
  • Wisp-spider webbing: see Lonesome Heart.
  • Transcript of paradox: see Whodunit; there’s only one in the game so you’ll have to choose between making the mirrors and the flask of oblivion.
  • A house in Dunpala, Begotombo, Inkatek or Shamsar: if you have more than one, you choose which one to use when the mirrors are created.
  • 3500 shards.
Feathered Lands: Elaz Carnaquen (2)
Two achievements related to Elaz Carnaquen, the spirit realm, as well as some information as to how to reach that place and how to increase your nahual value. This requires the “Serpent King’s Domain” DLC.

Gaining Nahual
Your nahual value expresses how sensitive you are to the spiritual world. A higher values makes you more powerful in spiritual combat and allows you to experience certain events. It also makes you weaker to some negative spiritual effects.

There is only a very limited amount of events that let you increase your nahual value:
  • Become a follower of Huan-da and In-da in Shamsar or Inkatek. You lose that point of nahual if you renounce the gods afterward.
  • Learn about the spiritual world while chasing Kerep Tlotor (see Jack the Creeper).
  • Ask Pachara about speaking with spirits; this will require you lose 3 max stamina and 1 to an ability of your choice.
  • Get pulled out of Elaz Carnaquen when your entropy reaches 0.
  • Learn how Tarshesh fell (see Better Late Than Never).
  • Sail to the location labelled “Emerald dream” between Aku and Sorcerers’ Isle, and roll 12 to experience an uncanny awakening. You lose the memories of several months of your life, along with your ship, your money, and some items, and wake up in Golnir. Later, make your way to Crab beach on the north-eastern coast of Ankon-Konu to remember a few things and raise your nahual.
You should avoid decreasing your nahual value, which can happen at the House of healing in Shamsar. There’s only one reason to visit that place, and you should do it carefully; see Artificer, Assemble! for the details.

Reaching Elaz Carnaquen
There are various ways to reach the spirit realm, each with its pros and cons. You also have to take into consideration how long you’ll be able to stay, which depends on how much entropy your chosen method of access gives you. (The more entropy, the more stuff you can do before you have to return to the physical realm.) Also, bear in mind that, once you leave Elaz Carnaquen, you will be unable to return until you’ve visited Dunpala, Shamsar or Inkatek.
  • Through the mist (avoid at all costs): The most obvious way to reach Elaz Carnaquen is to walk into the mist that borders southern Ankon-Konu. This sends you to Elaz Carnaquen with 3 entropy. You should avoid this method, as it will permanently decrease your Magic or Sanctity by 1 point each time.
  • The ponopa seed (free and safe, but unreliable): Eating the seed of the ponopa tree sends you to Elaz Carnaquen. Pachara can provide you with an endless amount of it, once you know about it (see the beginning of In Body and Spirit). However, this only gives you 1 entropy, which will lock you out of certain tasks. And having to trek between a city and Pachara’s grove each time you get kicked out of the spirit realm is tedious.
  • The hermit (safe but expensive): Explore the mountains north-east of Begotombo and roll 6-8 to discover a ruined temple. The hermit there can help you reach Elaz Carnaquen, provided you’re not a follower of Huan-da and In-da, and you can give him an ebony wand, a patron talisman and jaguar mask (you can buy all three in Begotombo for 1560 shards). You then need to make a Magic or Sanctity roll [17], adding your nahual as a bonus. This sends you to Elaz Carnaquen with 3 entropy.
  • The Well of Lies (risky if unprepared): Sleeping at the Well of Lies south of Dunpala can let you enter the spirit realm, but it’s dangerous. As you sleep, you roll 3 dice, add your nahual, as well as +1 if either your base Magic or Sanctity is over 10, and +1 if you have a soulcatcher (see below). You need to reach at least 18 to enter Elaz Carnaquen (with 4 entropy), and can keep trying until you do. A total of 14-17 makes you face some small challenge that is generally not very dangerous and can have a nice reward. However, on a total of 9-13, you lose 3-18 stamina (the roll of 3 dice) on the spot.
  • The Verdant spire (great but late): Once you’ve gained control of the Verdant spire (see Emerald Throne), you can just enter Elaz Carnaquen with 4 entropy from there. However, by that point, you don’t really need to anymore.
The Well of Lies is probably the best way to do this. Just make sure you prepare properly. Having 4 nahual and both bonuses gives you a 37 % chance of success, and only a 16 % chance of losing a lot of stamina. Add a Luck blessing on top it and those feel like reasonable odds.

In order to get a soulcatcher, first find the upari tree east of Sheka-Tel. Starting with your second visit, you can recover a jaguar tooth. Then go to the macaw grounds west of Begotombo, and roll 8-12 to meet a (friendly?) cannibal. He can use the tooth to craft a soulcatcher for you.

Spawn Camper
Kill some dog too many times.

Enter Elaz Carnaquen and leave the city. (This requires your nahual to be at least 2.) You encounter tree-people. Deal with them by making a successful Combat [16], Magic [15] or Charisma [15] roll. Then the Grim, some sort of dog-thing, starts chasing you. You can try to make a Magic or Sanctity roll [15] to leave Elaz Carnaquen, or fight it.

Either way, the Grim is now chasing you in the physical world as well. It will appear at specific locations: the serene beach near Tarshesh, and when rolling 9-12 in the desert west of Shamsar. You have to fight it, each time gaining one of its spines. Do that four times (fun!) then visit Pachara. Using the four spines, she prepares a candle that keeps the Grim at bay (in both worlds). This unlocks the achievement.

Reward: Beeswax candle.

The Stork Brought It
Complete “The Missing Egg”.

This achievement is missable!

Go to the desert north-west of Shamsar and roll 2-5 to notice two dragons fighting (only the first time you make that roll). One of them tells you that the dragon Szairax’s child is held in the Dust Palace. You can then grab three dragon feathers. To formally start the quest, you can visit the Plateau of dragons, though that isn’t absolutely necessary at this point (see Order of the Dragon).

Go to the accuser vista, on the coast north of Shamsar, to find a dead man in a dilapidated house. Bury the man then try to fix the house. This will require several Scouting rolls [13]. Once you have completely repaired the house, enter Elaz Carnaquen and head to the palace. Agree to restore it. You need to roll 3 dice, adding +2 if your rank is 9 or more, and +2 for each of your Charisma and Scouting that are 10 or more (bearing in mind that most of your equipment is disabled here). If you get 16 or more (a 62 % chance with all 3 bonuses) you do excellent work – and yet still not enough. Your experience rebuilding the house tells you that this is a fool’s errand, which the queen accepts. She gives you the egg.

Return the egg to Szairax for your reward. (You may need to finish “Dragon’s Dogma” before he accepts it.) If you lose the egg, or give it Bellentacq, you will be unable to unlock the achievement.

Rewards: Three dragon feathers, rainbow tunic (Defence +6, Thievery +1).
Feathered Lands: The Endgame (3)
Three achievements chronicling the epic conclusion of your travels in the Feathered Lands. These adventures are tremendously dangerous and require high stats (including your nahual value) and good equipment (including weapons and armour you can use in the spirit realm).

Order of the Dragon
Complete “Dragon’s Dogma”.

This achievement is missable!

To start this quest, you need to explore the Plateau of dragons, which means you will die. You therefore need a resurrection arrangement. Furthermore, for some reason, you need to have had such an arrangement with Pachara specifically. It doesn’t matter if your current resurrection deal is with her, but you need to have had one at some point.

Resurrecting also means you will lose all your possessions. You can either store everything of value in Dunpala or Shamsar and make your way to the Plateau half-naked (be sure to bring some rope and climbing gear!), or use some seeking string (see Artificer, Assemble! or Sparkling Water) to ensure you retain everything (except your money!).

When you’re ready, head to the Plateau, and climb up, which is made easier with some rope and climbing gear. Then a dragon spots you and you die – except you don’t, thanks to the aforementioned precautions. You meet the dragon Szairax, who asks you to explore Elaz Carnaquen to learn more about Namagal. This requires collecting four pieces of information in the spirit realm, which you can do in any order.

Childhood: Explore the streets; you might have to fight an old foe from Yellowport, or run from a mob. Either way, you will end up inside a pyramid, faced with a vision of Namagal as a young child.

Rise to power: Leave the city (this requires a nahual of at least 2). You will encounter the Grim (see Spawn Camper). Once you’ve dealt with it or fled, explore the jungle and talk to the tree-people. They tell you about Namagal’s wars of conquest.

Warning: If you’ve somehow collected all the available nahual in the game and then proceeded to lose it all in the House of healing before completing this quest, you will be locked out of this achievement.

Living rage: While you’re outside the city, make for the hills. There you see a vision of Namagal’s rage while trying to push back outside invaders. Fight this living rage to learn more.

Unchecked arrogance: Climb the wall, and fight the soldiers. This requires a successful Combat roll [18]; if you fail, you lose stamina and try again. If you succeed, you see a vision of a future in which Namagal’s ambition knows no bounds.

Once you have all four pieces of the picture, head to the temple to piece everything together. Then return to the Plateau (you won’t die this time!) to conclude the quest.

Reward: Holy words.

In Body and Spirit
Defeat Namagal, the Serpent King.

This achievement is missable!

In order to fight Namagal, you first need to complete “Dragon’s Dogma”. You also need to make your way to the foothills at the western edge of the Feathered Lands and roll 9-12 to discover a cave. Explore to encounter a spirit: Vyanya, Namagal’s sister. Tell Pachara about this encounter; she gives you a ponopa seed, which lets you visit the spirit realm. (You can return to her for more if necessary.)

Warning: You need 2 nahual to meet Vyanya. If you’ve somehow collected all the available nahual in the game and then proceeded to lose it all in the House of healing before meeting Vyanya, you will be unable to defeat Namagal.

Before you challenge Namagal, make sure you have the ponopa seed on you. Prepare for two hard fights, one in the physical world (with heat penalties), one in the spiritual world. Raise your nahual value as high as you can. Make sure you bring the proper equipment (you will be able to switch between the two fights), healing, etc. Note also that passive skills such as Combat dodge and Weapon mastery work in the spiritual realm. Finally, if you have the broken clay bowl (see Jack the Creeper), make sure to bring it along, as it will turn into a powerful spiritual weapon.

There are three ways to challenge Namagal once you know the words:
  • Become an initiate of Quetzil in Inkatek. Then, whenever you leave the temple, there is a chance you will encounter him.
  • Visit the amphitheatre in Inkatek, by sneaking in or bribing the guard. On your second visit, if your nahual value is at least 3, Namagal will notice you and you will have the opportunity to challenge him. Note that this is a one-time event; if you miss your chance, you’ll have to use another way.
  • Get arrested in Inkatek, for instance by failing to sneak into the amphitheatre or by betting more than 300 shards there. Depending on a Luck roll, you might get executed or sentenced to penal servitude. In the latter case, there’s a chance you are put to work in the temple, and in that case there’s a chance you encounter Namagal and get to challenge him.

Defeat Namagal once. Then, as he lies defeated, heal, switch your equipment and eat the ponopa seed to follow him to the spiritual realm. Fight him again. Once he’s defeated, you can finish him or spare his life. You unlock the achievement either way and there are no major consequences, so pick whatever feels morally right to you.

Reward: Gain a rank.

Emerald Throne
“And every moment of this existence is glorious.”

This achievement is missable!

Explore the woodlands north of Begotombo. A Spire lies there, and you need to complete four trials to unlock its power.

The trial of endurance: As you explore the area, you need to roll equal or less than your rank on 4 dice, subtracting one die if you have a sooty mark, and another if you have a runic circlet (see Artificer, Assemble! for information on both). If you succeed, you discover the tower. Inside you need to make successful Scouting and Magic rolls [both 16] to complete this trial.

The trial of respect: Learn about Quetzil by becoming an initiate in Inkatek (Warning: you lose all your blessings and resurrection deals if you renounce him afterward!) or reading up on gods in Shamsar (see Break a Leg to access the library).

The trial of perseverance: Toil in the Palace of Dust in Elaz Carnaquen (see The Stork Brought It).

The trial of glory: Defeat Namagal (see In Body and Spirit).

Then, if you are rank 10 or more, you attune yourself to the Spire. (If you have the White Sword, you will have to discard it, or leave and store it away.) You can now teleport to several locations in the Feathered Lands, or enter Elaz Carnaquen freely.

There’s more, though. If your base Scouting is 12 and your rank is at least 14, you can reach a higher level of attunement. You need to make a successful Scouting roll [23] or lose some max stamina.

This unlocks the achievement, but you should really merge with the Spire to complete the experience. You may choose to have this be the conclusion of your adventures – or just some well-deserved rest until The Lone and Level Sands!

Rewards: Invulnerability in the Feathered Lands; free resurrection deals; abiu staff (Combat +3, Scouting +3).
21 Comments
Ghostfriendly 16 Aug, 2024 @ 3:24am 
@Vector You need to buy drinks to glean rumours in a Golnir tavern I can't remember, to hear the story about the pot under the tree. Then go to Eerie Woods in North East Golnir, roll 9-12 for hole under oak tree, put some shards in the pot to get faery mead, then return and put more shards to get mirror and get cursed.
georgerhinehart 12 Jul, 2024 @ 4:57pm 
how do i open the copper chest in golinir
Vector 30 Jun, 2024 @ 1:52am 
where do you exactly find the cursed mirror in Golnir?
Flaak 27 Jun, 2024 @ 5:11pm 
Hey any word on the achievo Extreme Prejudice
Warrior at the Edge of Time 9 Jun, 2024 @ 10:02am 
@Kurufinwe , silly me, you're totally right, I naturally assumed Spectral Veil is one of a kind
Kurufinwe  [author] 9 Jun, 2024 @ 6:40am 
@ Warrior at the Edge of Time: Are you sure you returned to the right location? There's another event nearby that can also let you get a spectral veil.
Warrior at the Edge of Time 8 Jun, 2024 @ 6:23am 
I can't get Unresting Place, shouted to the 4 winds and came back, got the Spectral Veil but the quest did not finish.
Kurufinwe  [author] 31 May, 2024 @ 10:58pm 
@ [ZSU] Almere: You're right. I've corrected it. Thanks!
[ZSU] Almere 31 May, 2024 @ 7:48pm 
The required dice roll for Jack the Creeper is 9-12 of a night in Dunpala
Kurufinwe  [author] 27 May, 2024 @ 2:19pm 
@Ghostfriendly: Yes, this was changed in the game. Presumably because it's already easy enough to lock yourself out of the quest?