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DOOM: The Dark Ages

Before you startNo permanent missables recorded
Difficulty
Starting on hardest is not required. No achievement requires a difficulty tier. Choose any setting and adjust damage or accessibility options when needed for challenge cleanup.
Difficulty details

You can use any difficulty and damage or accessibility settings. The base list asks for collection cleanup and upgrade counters. Revelations adds timed Gold Rituals and the Astral Boss for its ten achievements.

Missables
No permanently missable achievements recorded.
Missable details

No ordinary achievement window permanently closes. Finish Uprising to restore expansion return travel. The Chasm repeat-entry fault is a patch-dependent progression bug, with an avoidance warning in its route.

Co-op
No co-op requirement recorded.
Online details

Every achievement is a single-player task.

Save planning
Review the recorded save or replay precautions before advancing.
Read precautions

The drops after the first burning-building tutorial section and after the main Blue Key gate stop local backtracking. Finish the beach turret sequence only after taking the final codex page.

Unofficial guide. Locations are not verified in game. Details

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Unofficial DOOM: The Dark Ages 100% achievement guide: how to unlock all 38 achievements, plus all 495 collectibles with step-by-step directions and landmarks. Tick them off as you play.

Base campaign

Village of Khalim

Point of no return: The drops after the first burning-building tutorial section and after the main Blue Key gate stop local backtracking. Finish the beach turret sequence only after taking the final codex page.

  1. Combat Shotgun. Start a new base campaign. During the introductory scene you take the Combat Shotgun and shield before you gain control in the Village of Khalim. You can immediately use the shotgun on the Zombies ahead; no key, currency or optional detour is required.
  2. Power Gauntlet. From the starting village, kill the Zombies and climb the first ledge. Raise your shield while you advance past the cannon firing at you, then clear the mixed group of Zombies and Soldiers. Climb the orange-marked cliff, take the next climb on your left and Shield Charge through the weak wall. Defeat the Imp Stalker, clear the open combat area and pass through the burning building. Drop from the ledge to the arsenal pod and take the Power Gauntlet. The gate on your right opens for its melee tutorial.
  3. Life Sigil — burning building. Take the Power Gauntlet and finish the required single punches and three-hit combos. Enter the burning building through the newly opened gate and kill the enemies near the climbable wall. Turn left from the gate and Shield Charge through the weak section of wall. Look left in the space beyond it and collect the Life Sigil before you return to the burning building and climb onward. Watch out: Take this before the next point-of-no-return drop. You can recover this through Chapter Select in the same campaign save. A local one-way drop ends this visit’s backtracking window; it does not require a new campaign or New Game+.
  4. Imp. Take the Blue Key from the corrupted shrine, then backtrack to the smaller Blue Key gate along the archway route for the Imp toy. Collect it before you pass the main gate and drop into the portal area.
    1. After the gauntlet tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the health and armor pickups, drop into the encounter and clear the demons near the large Blue Key gate.
    2. Leave that gate locked and take the archway on its left. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile.
    3. Climb back outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider. Defeat it, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue.
    4. Break the weak wall on your right to leave the shrine, then return through the archway along the route you used earlier. Look right for the smaller Blue Key gate, open it and collect the Imp toy.
    5. Return to the large gate only afterward.
    Watch out: Your local window closes when you pass the large Blue Key gate and drop into the four-portal area. You can recover this through Chapter Select in the same campaign save. A local one-way drop ends this visit’s backtracking window; it does not require a new campaign or New Game+.
  5. Combat Shotgun — Nightmare. Drop from the second portal arena’s waterside railing onto the narrow cliff ledge and enter the cave. Clear its barrier ambush for the Combat Shotgun — Nightmare skin, then use the side-room jump booster to return.
    1. Open the main Blue Key gate, watch the scene and drop into the four-portal area. Clear the first arena, then take the narrow passage on your left, following the armor toward the second portal encounter.
    2. Kill the enemies there and turn right, away from the portal, to the railing above the water. Stay close to the cliff: use the rocks between that railing and the neighboring closed gate, then jump down along the cliff face to the narrow ledge below.
    3. Enter the cave. Approaching the skin raises a barrier and brings in two Imp Stalkers and a Pinky Rider.
    4. Keep away from the clustered explosive canisters while you shoot them to damage the demons. Finish the enemies, take the skin after the barrier drops, and use the jump booster in the side chamber to reach the upper gate and return outside.
  6. Life Sigil — tunnel ambush. From the second portal arena, continue into the tunnel leading toward the Shredder. If you took the skin detour, leave its upper gate beside the railing first. Barriers seal the tunnel and Zombies appear. Kill them all, then enter the gate that opens on your left and take the Life Sigil before leaving through the tunnel’s far end.
  7. Shredder. Close the first and second Demonic Portals in the open area beyond the main Blue Key gate. From the second arena continue through the tunnel, clearing the sealed Zombie ambush. Leave through its far end into the open area and approach the arsenal pod directly ahead. Take the Shredder, then clear the demons that spawn, including a Pinky Rider, before choosing either route beyond the pod.
  8. Soldier. Reach the arsenal pod beyond the tunnel in the four-portal area and take the Shredder. After the ambush, go past the pod and look left for a damaged section of railing at the cliff. Drop through the gap onto the ledge below, turn right and enter the cave. Follow the health and armor to the Soldier toy. Take it, kill the Imp Stalker that appears as you leave, then return to the Shredder area.
  9. Life Sigil — Secret Key gate. From the Shredder pod, follow the tracks on your right up the slope, then go left uphill. Clear the high-ground encounter to shut the third Demonic Portal. Cross the wooden bridge and turn right for the purple Secret Key. Take it before using the route toward the fourth portal. Drop from the ledge and backtrack to the first portal arena, where a locked purple gate faces the original drop into this area. Open that gate with the Secret Key and collect the Life Sigil.
  10. Doom Slayer. In the four-portal area, return to the gate holding the Secret Key Life Sigil and take either path around it toward the fourth portal encounter. Kill the defenders and wait for the completion radio message. Stay beside the portal courtyard before returning to the newly opened exit gate. Walk between the two rune-marked obelisks behind the final portal, cross the wooden bridge to the island and circle left around its base. Climb the marked walls to the top and take the Doom Slayer codex page.
  11. Village of Khalim. Close all four Demonic Portals, return to the first portal arena and go through the gate their closure opens. Follow the pickups through the building and cave. When you emerge overlooking the huge demon and dragons, drop into the final large ground encounter and clear it. Continue to the right from where you landed, passing the burning wreckage, and look on your right for an orange-marked climbable cliff. Climb it and take the Village of Khalim codex page. Drop down and continue to the beach turret only after collecting it. Watch out: Take this after the last ground fight and before completing the turret finale. You can recover this through Chapter Select in the same campaign save. A local one-way drop ends this visit’s backtracking window; it does not require a new campaign or New Game+.

Hebeth

  1. Shield Saw. Complete Village of Khalim and begin Hebeth. After the opening scene and teleport, walk forward to the arsenal pod and take the Shield Saw. Continue past the Imp Stalkers and Shield Soldiers. Throw the saw at the glowing hot chains above the first barred door to learn how to open the way. This pickup adds the shield throw used throughout the rest of the mission.
  2. Life Sigil — first building. Take the Shield Saw at the start, clear the demons and throw it at the hot chains barring the first building’s entrance. Kill the Shield Soldiers inside. From that first room, look left of the stairs for a breakable door and Shield Charge through it. Kill the cultists beyond the door, turn right and climb the ledge. Turn right again for the Life Sigil visible behind the upstairs window, then return to the first room.
  3. Imp Stalker. Enter the first building after breaking its hot chains, climb the stairs guarded by Shield Soldiers and go through the next door. Clear the room. A gate on your left has its hot lock on the far side, so leave it for now. In the main part of the room, climb both short staircases, turn back toward the room and climb the stacked crates to the wall shaft. Drop through the shaft, turn toward the room behind you and go up its steps to the Imp Stalker toy. Throw the Shield Saw at the hot lock on this side of the gate to open your way back.
  4. Hebeth. Return from the Imp Stalker toy to the upper route. Turn left, operate the door switch and cross the bridge into the next large room. Drop to its lower floor and kill the demons. Continue through the doorway reached by the short steps. Ignore the hot locked gate on your right for the moment. Climb over the crates on your left and round the corner behind them to collect the Hebeth codex page, then return to the hot gate.
  5. First shrine Gold — 75. After taking the Hebeth codex, throw your shield at the hot lock on the nearby gate. Clear the Zombies, climb the marked wall and use the switch to open the gate back onto the upper floor of the large room. Kill the enemies emerging from the elevator, enter it and climb out to the exterior. Defeat the first Hell Knight and the waves that follow, then cross the bridge back into the facility. Follow the corridor to the Sentinel Shrine chamber. Break the chest for 50 Gold and take the loose Gold around the chamber, including below and behind the shrine, for 75 in total. The tutorial requires all 75 before you interact with the shrine and buy a weapon upgrade.
  6. Gold — ledge above red barrier, 5. Buy your first upgrade at the Sentinel Shrine. Leave through the door opening on its left and clear the demons. From that doorway turn right toward the stairs and the red barrier across the pit. Look up and right from the pit edge for the orange-marked climbable wall. Climb to its ledge, kill the Imp there and take the five Gold. Drop back down before continuing away from the red barrier.
  7. Gold — Stone Imp side room, 5. Leave the first shrine area by the route opposite the red barrier, going upstairs into the room where Stone Imps burst through a wall. Clear them, leave the blue barrier alone and pass through the hole the Imps made. Turn left, take the stairs on your right and turn left again toward a weak door. Shield Charge through it and take the five Gold inside, then return to the main passage.
  8. Gold — Blue Key Card room, 16. After the Stone Imp side-room Gold, continue along the passage, turn right and climb the marked wall. Jump the gap and round the corner into the electrified corridor. Kill the Hell Knight charging from its far end. Go along the corridor and drop through the hole the Knight came from. Clear the cultists in the room overlooking the first shrine, collect both Gold stacks for 16 Gold, and take the Blue Key Card from the corpse. Use the nearby Blue Key Card door to return to the shrine chamber.
  9. Accelerator. Take the Blue Key Card from the room below the electrified corridor and unlock your return to the first shrine. Clear the new arena fight, including Nightmare Imp Stalkers and plasma Shield Soldiers. Go through the Blue Key Card door to the right of the shrine into the R&D lab. Follow its hallway, turn right and drop into the chamber with the weapon. Approaching it raises a barrier. Kill the first Mancubus, the accompanying demons and the second Mancubus that follows. Once the room is clear, take the Accelerator from its restraints.
  10. Gold and Life Sigil — Accelerator vent, 5. Take the Accelerator in the R&D lab and leave through the door on its left. Clear the plasma Shield Soldiers in the adjacent room. Search that room’s left wall for a vent cover you can Shield Charge through. Enter the shaft, collect the five Gold and follow it to the Life Sigil at the far end. Break out through the opposite end to continue through the facility.
  11. Gold — green-projectile turret, 8. Continue beyond the Accelerator vent detour until you reach a suspended lift held up by a hot lock. Throw your shield at the lock to lower it, climb the crates on the lift and climb the marked wall into the shaft above. At the crossing ahead, a turret fires green Hell-Surge projectiles from your left. Step into its line of fire and parry a projectile back at it. Collect the eight Gold in the space its destruction exposes.
  12. Gold — opened red-barrier room, 16. From the destroyed green-projectile turret, climb the wall opposite it. Turn right and Shield Charge through the vent cover into the Mancubus chamber. Kill the Mancubus and Hell Knight, climb onward, turn left and follow the doorway back outside the first Sentinel Shrine room. Clear the plasma Shield Soldiers and Mancubus. Return to the pit where you earlier saw the red barrier; the barrier is now down. Enter the opening and go up the stairs inside for 16 Gold.
  13. Gold and Life Sigil — fire-pipe detour, 14. Follow the outdoor route to the fire pipes, climb the left wall beside the short stairs and take five Gold. Open the room across the gap and turn its wheel to stop the flames, then collect nine Gold and a Life Sigil through the doorway the flames blocked.
    1. Return from the opened red-barrier room to the corridor outside the first shrine, then pass through the former Stone Imp room. The blue barrier is gone, letting you follow the route outside.
    2. Drop along the ledges and clear the demons near the fire pipes below and to your right. Stay right at the fork beside the flames, climb the short stairs and climb the wall on your left for five Gold.
    3. From that ledge look right and throw your shield at the hot lock in the opposite wall. Run and jump through the opening, then turn the wheel to stop the pipes’ flames.
    4. Shield Charge out through the weak door and drop back to the pipes. Enter the doorway formerly blocked by fire, turn left down the steps and take nine more Gold.
    5. Kill the Hell Knight breaking in, go through its broken doorway and take the Life Sigil. Turn left and drop to the ammo pickups to rejoin the route.
  14. Gold — opened encounter room, 8. Continue beyond the fire-pipe detour through the shattered walls, with the fighting titans visible on your right. Defeat every demon in the large encounter ahead. Before taking the stairs on your right and the one-way drop beyond, look left for the door framed by glowing blue lights. It opens when the fight is over. Enter and collect eight Gold. Watch out: Take this before the following point-of-no-return drop. You can recover this through Chapter Select in the same campaign save. A local one-way drop ends this visit’s backtracking window; it does not require a new campaign or New Game+.
  15. Gold — second shrine chest, 50. After clearing the large outdoor encounter, take the stairs on your right, turn left and drop through the point-of-no-return opening. Follow the corridor to the Shield Recall Jump tutorial. Throw your shield at the green, fleshy target and recall-jump across the pit to the second Sentinel Shrine. Before climbing the wall on the shrine’s left, enter the fleshy gap on its right. Follow the shaft, climb the wall at its end and turn right to the chest. Break it for 50 Gold, then drop back to the shrine ledge.
  16. Shredder — Nightmare and final 8 Gold. Reach the second Sentinel Shrine using the Shield Recall Jump. Climb the marked wall to its left and turn left toward the three crates. Climb the crates, jump to the higher climbable wall and enter the vent above. Take the three Gold along the vent, drop through the hole and collect the five Gold on the next stretch. Drop again into the room with the Shredder — Nightmare skin. Take it and clear the ambush, including the Mancubus. These eight Gold bring your chapter total to 210 when you have followed the preceding Gold detours.
  17. Demonic Essence — Health. After the second shrine and skin area, continue across the bridge and through the portal to the exterior. Drop into the final arena and clear the enemies until another portal opens. Kill the armored Pinky Rider leader that enters, watching both the rider’s ranged attacks and the Pinky’s melee attacks. Parry the green projectile among its shield volley when you can. Defeating the leader awards the first health Demonic Essence automatically and increases your maximum health; this also unlocks Essential Upgrade. Let the mission end before selecting another chapter.

Barrier Core

Sentinel Barracks

  1. Pulverizer. Begin Sentinel Barracks after the Atlan finishes Barrier Core. Follow the opening passage, use a Shield Recall Jump to cross the gap and operate the console in the center of the large room. This introduces Mission Challenges. Continue forward and take the Skullcrusher Pulverizer from the table on your route. The next chamber gives you a fight against Zombies, Imps, Shield Soldiers, Imp Stalkers and Hell Knights to try it out.
  2. Hell Knight and 22 Gold. Take the Pulverizer and clear its first encounter. Leave through the open gate on your left, climb the stairs and pass through the doorway outside. Climb the curved stairs and kill the Mancubus. Enter the building ahead, leaving the Gold stairs for later. Kill the Shield Soldiers and the second Mancubus at the far stairs. Backtrack into the large pillared room and turn left to the three Gold beside a weak door. Break through and drop into the room for nine Gold. Return from its dead end and go up the steps for four Gold and the Hell Knight toy. Leave through the gate that opens behind you, taking three Gold and another three on the stairs to return near the first Mancubus.
  3. Gold — movable-crate balcony, 58. Return to the building’s far stairs, where you killed the second Mancubus. Go beyond them to the room with a green floor pad behind a cage. Pass the pad and throw your shield into the green statue above the ledge to recall-jump up. Turn left for five Gold and left again toward the large crate below. Drop to it and Shield Charge it across the room. Climb onto the moved crate to reach the other balcony, take three Gold and turn left along the walkway to a chest containing 50 Gold. Return to the green floor pad.
  4. Gold — lowered gate ambush, 4. After the balcony chest, stand on the green floor pad to lower the gate ahead. Throw your Shield Saw at the exposed weak metal on that gate. Run and jump to the climbable wall beyond it, then collect the health and armor on top. Drop into the next room and take the four Gold in front of you. Clear the Hell Knights and the rest of the ambush before leaving through the door whose red barrier falls.
  5. Life Sigil and Gold — hallway switch, 27. After the lowered-gate ambush, go through the opened door and turn right into the hallway containing Hell Knights, Imps and red explosive barrels. Clear it and operate the flashing switch on its left wall. Enter the revealed room, kill its Imps and take three Gold. Jump the gap to a climbable wall for three more. Climb either of the walls leading upward, then round the corner for five Gold in front of a door. Go through it, take the sixteen Gold on your right and jump to the Life Sigil. Drop back into the Hell Knight hallway. You now have 111 pickup Gold.
  6. Ruby — hangar exit. Continue to the end of the Hell Knight hallway after the switch-room detour. Enter the doorway, drop down its shaft and clear the multi-level room, including its Nightmare Imp Stalker and Mancubus. Drop onto the lower walkway and pass through the hangar. Take the Ruby amulet from the statue beside the exit door. This is the first Ruby you encounter in the base campaign.
  7. Impaler. Take the first Ruby from the statue by the hangar exit and continue through the door. Drop down the following hole and take the Impaler from the arsenal pod in front of you. Collect the surrounding supplies and continue to the Sentinel Shrine. The Impaler shares its weapon class and ammo supply with the Shredder; switch between them using the weapon-class change action.
  8. Demonic Essence — Armor. From the Impaler, pass the Sentinel Shrine and find the red floor pad powering a jump booster. Throw your shield into the green mass above the nearby armor, recall-jump through the wall opening and turn around to Shield Charge the crate onto the pad. Use the powered booster to reach the upper tunnel. Follow the exterior ledges past the Lost Souls to the broken bridge and recall-jump across. Clear the Mancubus, Pinky Rider and successive waves in the arena. Kill the Mancubus leader that appears near the end to receive the armor Demonic Essence automatically. Stay through the next checkpoint before changing missions.
  9. Life Sigil and Gold — first bridge cellar, 5. After killing the Mancubus leader across the first broken bridge, find the wooden ramp marked by armor pickups and facing back toward the bridge. Run and jump from it to the lower island holding five Gold. Follow the Gold to its climbable wall and enter the cellar above. Climb the next two walls and take the stairs to the Life Sigil beside a breakable wall. Shield Charge through that wall and cross the bridge again to return to the cleared arena.
  10. Ruby and Gold — second bridge cave, 20. Continue from the first bridge’s leader arena to the next broken bridge, killing its Nightmare Imp Stalker. Jump across, turn back and jump down to the land beneath the section you just crossed; an armor pickup marks it. Climb its wall into the watery cave. Clear the Nightmare Imp Stalkers and other demons while staying below the fireball traps, then collect the eight Gold on the right-hand path. Go past the traps and climb out to the cultists’ circle. Take the second Ruby from the statue near its gate. Follow four Gold on the Ruby’s left to another climbable wall, climb and turn right for eight more Gold. Drop back toward the bridge.
  11. Gold — second bridge tower chest, 50. Return to and cross the second broken bridge after taking the cave Ruby. Jump from the bridge’s second section onto the circular landing at the tower’s base. Take the stairs on your right into the tower, kill its two Nightmare Imp Stalkers and break the chest for 50 Gold. With the previous detours, you now have 186 pickup Gold and have exceeded Plunderer’s 150-Gold objective. Leave the tower and drop into the burning gardens only after taking the chest.
  12. Accelerator — Nightmare and 5 Gold. Leave the tower by dropping into the burning gardens. Fight through the enemies, including the Hell Knight, and drop into the town square. Kill the Lost Souls and use the burning tree as your landmark. Turn right at that tree, climb the stairs carrying five Gold and search behind the statue on the upper platform for the Accelerator — Nightmare skin. Take it before dropping into the next section of town.
  13. Gold — two cage wagons, 16. After taking the Accelerator skin, drop into the next town section and clear the demons. Climb the stairs and continue until you reach two cage wagons, each holding a Gold bundle. Shoot or smash both cages and collect eight Gold from each. Turn right from the wagons toward the descending slope and final objective gate.
  14. Sentinel Barracks and final 5 Gold. From the two cage wagons, turn right and go down the slope toward the large final gate. At the bottom, turn left before breaking the gate. Follow the five Gold uphill to the Sentinel Barracks codex page and take it. This brings your pickup-Gold total to 212. Return to the large gate and Shield Charge through it to start the Vagary Champion fight. Watch out: Collect this before you enter the boss arena. You can recover it later with Chapter Select; leaving the chapter does not require a new save.
  15. Rip and Tear — Sentinel Barracks. Begin Sentinel Barracks, recall-jump over its first gap and use the central console to enable Mission Challenges. Kill forty demons as you move from the Pulverizer tutorial through the Mancubus building, Hell Knight hallway and later fights. The ordinary encounters supply enough enemies without a special detour. Completing the objective awards 50 Gold, separate from the chapter’s 212 pickup Gold. You can replay the mission to finish it later.
  16. Plunderer — Sentinel Barracks. Enable Mission Challenges at the opening console, then collect at least 150 Gold from the level. Follow the Hell Knight toy detour for 22; the movable-crate balcony for 58; the lowered-gate ambush for four; the hallway-switch detour for 27; the first bridge cellar for five; the second bridge Ruby cave for twenty; and the tower chest for fifty. That route reaches 186 Gold and completes this objective before the burning gardens. Its 50-Gold reward does not count toward the objective or the pickup total. Chapter Select recovers an unfinished challenge. Full list (10 Gold detours): Toy detour — 22 Gold, Crate balcony — 58 Gold, Lowered-gate room — 4 Gold, Hallway switch — 27 Gold, First bridge cellar — 5 Gold, Second bridge cave — 20 Gold, Tower chest — 50 Gold, Accelerator skin stairs — 5 Gold, Two cage wagons — 16 Gold, Codex slope — 5 Gold.
  17. Prize Fighter — Sentinel Barracks. Enable Mission Challenges at the opening console and pin Prize Fighter. Wait for all three Power Gauntlet charges to fill; gauntlet pickups and natural recharge restore them. Find a healthy Hell Knight or Mancubus that can survive three hits, get close and press melee three times consecutively to finish the full combo. Do this three times during the chapter, refilling all three charges between combos. The Pulverizer tutorial, the two Mancubi in the following building and the Hell Knight hallway give you early targets. Completion awards 50 Gold. You can finish it on a replay if a target dies too early.

The Holy City of Aratum

  1. Hell Fighter — flight tutorial. Begin Aratum after defeating Sentinel Barracks’ Vagary Champion. Learn the dragon’s movement, ascent, descent, Autocannon and Assault Mode. In Assault Mode, dodge green Hell-Surge shots to strengthen the Autocannon against shielded targets; dodge vertically or sideways to match the shot pattern. Destroy the five tutorial turrets. When the fighter-chase tutorial begins, boost after the small Hell Fighter and shoot it down for the first Cat and Mouse target. Finish the flight path, land, walk to the door and look left. Break its hot lock with your Shield Saw, then remount the dragon to enter the open city.
  2. Demonic Essence — Health. Enter the open city after the flight tutorial and follow the road below you toward its first circular district. Turn left toward the towers and kill the Titan guarding the landing platform. Land at the revealed first secret zone. Shield Charge the warped spire to start the encounter, then kill the Pinky Riders, Imp Stalkers and the Pinky Rider leader that appears. Defeating the leader awards a health Demonic Essence. Clear its accompanying enemies and remain through the next checkpoint before changing missions.
  3. Gold — first secret landing zone, 55. After killing the Pinky Rider leader at the left tower’s secret landing zone, circle the cleared platform to find the stairs descending beneath it. Follow the five loose Gold down to the chest, then break the chest for fifty more. Return up to the landing platform, remount your dragon and continue your city search. This detour supplies the first 55 of the chapter’s 240 pickup Gold. Full list (11 Gold detours): Left landing zone — 55 Gold, Red Key Card tower — 10 Gold, Pulverizer skin — 15 Gold, Super Shotgun courtyard — 8 Gold, Serrat route — 5 Gold, Left carrier chest — 50 Gold, Central carrier engine — 12 Gold, Right carrier well — 64 Gold, Blue Key Card gate — 8 Gold, Hidden carrier first arena — 8 Gold, Deag Loric engine room — 5 Gold.
  4. Hell Fighter — central city loop. Return to your dragon after the first secret tower. Fly near the entry to the open city and watch below you for a small Hell Fighter circling between the buildings. Its loop runs under the central Hell Carrier but above the lower secret landing zone. Find its green trail, follow it with the dragon’s boost and keep shooting until it is destroyed. Together with the tutorial fighter, this gives you two Cat and Mouse targets.
  5. Red Key Card, Ruby and Gold — lower landing zone, 10. Descend beneath the central Hell Carrier, kill both Titans and dismount at the second secret landing zone. Use its floor-pad and underwater mechanism to get the Red Key Card, then open the tower across the brazier-lined bridge for the first Ruby pickup and ten Gold.
    1. Land beneath the central Hell Carrier after killing both Titans. You face a bridge lined with braziers and a Red Key Card gate, with a Ruby statue beyond. Turn back toward the circular metal platform and walk to the green floor pad.
    2. Stand on the pad to raise the platform and expose its hot lock. Throw the Shield Saw at the lock; the platform falls and opens a pool below. Dive to the pool’s bottom and turn the wheel to drain the water.
    3. Turn around and break the next hot lock with your shield. Go around the now-open structure and take the Red Key Card from the corpse inside. Use the jump booster to get back up, collecting the four Gold where you land.
    4. Throw your shield at the hot locks on the exit gate. Cross the brazier-lined bridge and open the Red Key Card door. Take the first Ruby from the statue inside the tower and collect its six Gold. Return across the bridge to the landing area.
  6. Cultist circle — lower secret landing zone. Get the Red Key Card Ruby at the lower secret landing zone beneath the central carrier, then cross back over the bridge. Turn right and go down the stairs. Look over the right railing to find the cultists on the lower platform. Make a running jump into their circle and kill them to complete the first of this route’s three Countercult targets. Search the route beneath the Red Key Card bridge before returning to your dragon.
  7. Pulverizer — Nightmare and 15 Gold. After killing the cultists at the lower secret landing zone, find the Gold trail passing beneath the bridge to the Red Key Card tower. Follow two separate lines of five Gold. After the second line, turn into the opening on your right for five more. Follow that tunnel to the Pulverizer — Nightmare skin, collect it and throw your shield at the hot lock on the exit gate. Climb back to the landing area and remount your dragon. With the first landing zone and Ruby detours, you now have eighty pickup Gold.
  8. Hell Fighter — tentacled building. After the central fighter, fly to the tentacled growth covering a building at the left edge of the city. From the city entrance, this is beyond the first secret landing tower when you look toward the carriers. Get close enough to expose its firing pod, enter Assault Mode, dodge its shots and destroy the pod. Fly through the hole it leaves in the building to make another Hell Fighter appear. Boost after it and shoot it down. With the tutorial and central-loop fighters, this completes Cat and Mouse without needing the separate chase through the eastern tunnels.
  9. Super Shotgun. Approach the leftmost Hell Carrier from the city entrance. Enter Assault Mode, dodge its green projectiles and shoot its secondary turret, then its main cannon, until the nearby landing zone becomes available. Land, move forward and drop into the fight with an Enforcer and its supporting demons. Kill the Enforcer and clear the encounter, then collect the Super Shotgun from the arsenal pod. Enter the nearby building and turn right into the Imp Stalker corridor.
  10. The Holy City of Aratum, cultist circle and 8 Gold. Take the Super Shotgun near the left carrier, clear its Imp Stalker corridor and use the crate-and-scaffolding detour to reach the secret courtyard. Kill the cultists, collect the codex below the stairs and clear the ambush around its eight Gold.
    1. Enter the building beside the Super Shotgun and turn right into the Imp Stalker corridor. Clear it. Leave the two gates whose hot locks are on the far side for your return. Take the first doorway on your right, climb the crate and go outside.
    2. Throw your shield at the hot lock, go to its position and turn right to the movable crate. Shield Charge the crate forward and climb it to the balcony. Follow the wooden scaffolding, then drop into the doorway below and to your right.
    3. Turn left in the secret courtyard and kill its cultist circle for the second Countercult target on this route. Return toward the doorway you entered and continue forward to the stairs going down on your left. Descend and collect The Holy City of Aratum codex page.
    4. Go back upstairs, turn left and climb onto the raised platform. Take its eight Gold, which raises barriers and triggers Imps followed by a Mancubus. Clear them, throw your shield at the hot lock and leave through the opened gate back to the Imp corridor.
  11. Ruby — chandelier floor pad. Return to the Imp Stalker corridor beside the Super Shotgun after clearing the secret courtyard. Enter the first room on your left, passing the Blue Orb. Continue to the green floor pad between the stairs. Look up at the chandelier hanging above the pad and throw your shield at its hot chain. The chandelier falls onto the pad and opens the gate on your right. Go through that gate and take the second Ruby pickup from its statue.
  12. Life Sigil — elevator pit. After opening the chandelier Ruby room in the Super Shotgun building, return to the green pad. Go up the stairs beyond it and drop into the pit. Continue forward to the Life Sigil and other supplies. Return to the point where you dropped in; it has become an elevator with an active green floor pad. Use it to return to the corridor.
  13. Serrat and 5 Gold. Leave the far end of the Imp Stalker corridor and reach the long bridge toward the left Hell Carrier. Before crossing, turn right and drop from the ledge. Kill the demons and collect five Gold. Follow the narrow route past the barrels and scaffolding into the room where a Mancubus bursts through the wall alongside Imp Stalkers. Clear them and go through the hole the Mancubus made. Climb the walls and stairs to the Serrat toy, collect it, then break the hot lock to leave through the return gate into the corridor.
  14. Gold — left carrier Hell Knight chest, 50. Return from the Serrat toy to the corridor and cross the long bridge to board the left Hell Carrier. Drop inside and clear the first enemies. Take the stairs ahead, Shield Charge through the wooden barricade and climb the ramp into the side arena. Kill both Hell Knights and break the chest for fifty Gold. Return to the carrier’s entrance, take the door on your right, clear the demons and break through the next door. Follow the drops to its engine and destroy it only after taking the chest. You return to the dragon with 143 pickup Gold on this route.
  15. Gold — central carrier engine room, 12. Fly to the central Hell Carrier above the lower secret landing zone. Destroy its bow turret and main cannon with the dragon, then land. Fight through the rooms, break the blocking doors and drop into the engine room. Defeat the Cyberdemon, parrying its green Hell-Surge attacks and blocking its chaingun. Before destroying the engine, look in the opposite direction and turn right for twelve Gold. Then Shield Charge the engine to return to the dragon. Your pickup total reaches 155.
  16. Cultist circle and Gold — right carrier well, 64. Disable and land at the carrier to the right of the central one. Kill its first Mancubus, drop out into the city and take the stairs down to the armored Pinky Rider encounter. Clear it and find the Sentinel Shrine. Use the Gold-lined alley beside the shrine to reach the well, third cultist circle, eleven-Gold alcove and underwater chest.
    1. From the cleared armored Pinky Rider encounter, face the Sentinel Shrine. Take the alley between buildings beside it, marked by three Gold. Follow the Gold to the well and drop down. Turn around and descend further into the chamber on your right.
    2. Kill the cultist circle in that chamber for the third Countercult target on this route. The challenge awards one Ruby. Turn left from the circle and jump up to the alcove with health, ammo and eleven Gold.
    3. Continue beyond the cultist circle to the water. Dive and swim along the tunnel until you can surface at its far end. Break the chest there for fifty Gold, then throw your shield at the hot lock to open the gate back out onto the balcony beside the shrine. This detour totals sixty-four Gold.
  17. Blue Key Card, Life Sigil and 8 Gold. From the right carrier’s Sentinel Shrine, climb the hill to the Soldiers and find the locked Blue Key Card gate. Loop through the carrier’s side exit and cemetery for the card, then return to that gate for eight Gold and a Life Sigil before you destroy the engine.
    1. From the Sentinel Shrine near the right carrier, climb the uphill route and cliff on its left. Kill the Soldiers on the hill and locate the Blue Key Card gate. Across from that hill, cross the bridge into the carrier and kill the demons inside.
    2. Turn right toward the door you can Shield Charge through, but leave it intact for now. Turn right again and take the side exit. Outside, turn left into the cemetery and kill its demons, including both Mancubi.
    3. Climb the cemetery wall on your right and continue uphill to the corpse holding the Blue Key Card. Take it and drop back near the Soldiers’ hill. Open the Blue Key Card gate, collect the eight Gold and follow the short passage to the Life Sigil.
    4. Return through the bridge entrance into the carrier. Now Shield Charge through the door you left intact and follow the main route toward the engine room.
  18. Demonic Essence — Ammo. Finish the right carrier’s well and Blue Key Card detours, then return through its bridge entrance. Break through the door you passed earlier and follow the interior route to the engine. Drop into the engine room and kill its Hell Knight leader to receive the ammo Demonic Essence. The Blue Orb opposite the engine restores you if needed. Destroy the engine after the nearby detours are complete, then stay through the next checkpoint before changing missions.
  19. Gold — hidden carrier first arena, 8. Fly to the tentacled growth on the city’s right/eastern edge. Get close, enter Assault Mode and destroy its firing pod. Fly through its hole and along the route under the city toward the hidden Hell Carrier. Disable the carrier’s bow gun and main cannon, then land. Drop inside, follow the passage right, go down the stairs and turn left into the first large arena. Kill the enemies, including its Nightmare Imp Stalkers, and take the eight Gold on the room’s right side.
  20. Cycler. Clear the hidden carrier’s first arena after landing beneath the city and taking its eight Gold. Look left of that Gold for the ramp and use it to jump onto the next walkway. Kill the Shield Soldiers, Mancubus and Imp Stalkers waiting there. Once the encounter is clear, collect the Cycler from the nearby arsenal pod. Shield Charge through the next door into the pit of Imps and continue toward the engine.
  21. Deag Loric and final 5 Gold. After collecting the Cycler on the hidden carrier, break through the next door and clear the pit of Imps. Fight down through the ship, using the plasma pickups and handling its plasma Shield Soldiers. When you drop into the engine room, turn around before destroying the engine. Follow the row of five Gold to the Deag Loric codex page opposite it. Take the page and all five Gold to finish the chapter’s 240 pickup Gold, then destroy the engine and return to your dragon. Watch out: Take the Gold and codex before you Shield Charge the last engine. Chapter Select recovers them if you leave without them.
  22. Countercult — The Holy City of Aratum. Begin Aratum, finish the dragon tutorial and enter the open city. Kill all three cultist circles: below the central carrier’s secret landing zone; in the crate-and-scaffolding courtyard beside the left carrier’s Super Shotgun building; and down the well by the right carrier’s Sentinel Shrine. This route visits them in that order, although the challenge does not depend on the carrier order. Completion awards one Ruby in addition to the two Ruby statues in the chapter. You can replay the chapter to finish an overlooked circle. Full list (3 cultist circles): Lower secret landing zone, Super Shotgun courtyard, Sentinel Shrine well.
  23. Layover — The Holy City of Aratum. Finish the dragon tutorial and enter the open city. Land and dismount at both secret zones before the final Heart Chamber route: the left tower revealed by killing its Titan, and the lower platform beneath the central Hell Carrier revealed by killing both Titans. Their pickups and cultists are covered in the nearby rows. Dismounting at both completes Layover for fifty challenge Gold, separate from the 240 pickup Gold. Chapter Select recovers an unfinished objective. Full list (2 secret landing zones): Left tower, Under the central carrier.
  24. Cat and Mouse — The Holy City of Aratum. Begin Aratum and shoot down the tutorial Hell Fighter after destroying the five turrets. In the open city, destroy the fighter looping below the central carrier and the one flushed from the tentacled building beyond the left secret landing tower. Boost after each with your dragon and maintain Autocannon fire until it explodes. These three complete the objective and award fifty challenge Gold. Do them before the final Heart Chamber flight. Chapter Select lets you retry an unfinished chase. Full list (3 Hell Fighter targets): Tutorial chase, Central city loop, Left tentacled building.

Siege – Part 1

Point of no return: Finish the off-map portal-dungeon chests before killing their cultists. After all five portals close, the city-wall grate leads to the mission ending.

  1. Flail. Leave the hangar, hold the first gate open by throwing your Shield Saw into its blue Energy Node and continue through the city toward the battlefield. Take the Flail from the arsenal pod on that route. Equip it in the melee weapon menu; taking it enables Unstoppable Force.
  2. Gold — first shrine riverbank, 5. Clear the first Gore Portal north of the city entrance. Find the Sentinel Shrine northeast of it and cross the small riverbank just above and left of the shrine for five Gold.
  3. Secret Key and Slayer. From the first shrine, cross the river northeast and follow the bloody path north. Clear the Mancubi, turn west at the fork and climb to the doorway containing a locked purple gate. Turn south from the doorway into the woods, then east to the archway holding the Secret Key. Return to the purple gate and open it for the Slayer toy. Keep the key for the skin and Ruby detours.
  4. Ruby — western spire arena. From the city gates go west along the cliffs toward the southwest waterfall, then follow the cliff north. Go east toward the warped spire and Ruby statue behind a barrier. Shield Charge the spire, clear the Pinky Riders, Mancubi and supporting demons and take the Ruby once the barrier falls.
  5. Western artillery route and Gold, 25. From the western Ruby arena head north for five Gold, turn left along the four-Gold trail and break the wooden wall. Kill the two Imp Stalkers and destroy the cannon for eight Gold. Drop back to the battlefield and destroy the nearby Hell Tank for eight more. This supplies twenty-five Gold and the first Siege Breaker cannon.
  6. Life Sigil — southwest waterfall. Return toward the city gates and follow the western edge of the battlefield into the southwest corner. Defeat the Hell Tanks and burrowing tentacles by parrying their green shots. Search beside the waterfall for the Life Sigil.
  7. Impaler — Nightmare and 8 Gold. From the northwestern Gore Portal, go southwest into the Spider Demon area. Clear it and climb the wooden wall with a doorway on top, taking four Gold into the cave. At the water and suspended cage, take the left passage for four more Gold. Open the purple gate with the Secret Key you took near the first shrine and collect the Impaler — Nightmare skin.
  8. Ruby — submerged cage and 10 Gold. Return from the skin to the cave’s suspended cage. Dive, swim left under the arches and surface for five Gold. Turn back toward the water, run-jump to the climbable cliff and follow it to the three spike rings. Kill the tentacles, break their door and turn right. Throw your shield at the blue Energy Node to open the gate, jump the wet pit and follow five Gold to the switch. Pull it to lower the cage, dive back into the water and enter the opening on its left for the Ruby.
  9. Gold — second shrine portal ruins, 65. Near the shrine northeast of the northwestern village portal, collect the five Gold north of the portal and follow the armor toward the small building’s blue portal. Enter it and look up right for the Energy Node above the gate. Throw your shield at it, go through and recall the saw. Take three Gold, break the weak wall and kill the Hell Knight. Follow three Gold around the left corner, push the crate with Shield Charge and climb it and the next wall. Take the Gold on the upper ledge and operate the gate switch. Before leaving, break the opposite wall and drop to the chamber below. Turn around for the fifty-Gold chest, cut the exit gate’s hot lock and return via the crate and opened gates.
  10. Demonic Essence — Ammo and 8 Gold. Enter the fortified village at the northwestern Gore Portal from its northern approach. The armored Mancubus leader is protected by morale. Kill its minions, including the Cyberdemon, until the morale bar empties, then defeat the leader for the ammo essence. After the portal closes, search the passage south behind its former position for eight Gold. Continue to the next checkpoint before switching missions.
  11. Northeastern village cannon and 8 Gold. Go northeast of the northwestern village portal, approaching the cannon from the southeast between that portal and the next hill doorway. Destroy the Hell Tank on the outside road, then kill the Shield Soldiers, the Enforcer Pinky Rider and its Imp Stalkers. Shield Charge the cannon and collect its eight Gold.
  12. Chainshot dungeon and 66 Gold. South of the preceding cannon, clear the hill doorway’s defenders, enter and drop into the explosive-canister room. Kill its Hell Knights and other demons and enter the blue portal. Solve the three-lock column puzzle to obtain the Chainshot, the eight-Gold side room and fifty-Gold chest; after killing the cultists, collect eight Gold above the return chamber.
    1. In the dungeon, pass the first floor pad and enter the room on your left. Throw your shield at the blue Energy Node above its gate, enter and turn left past the barrier column. Follow the armor to the switch beside the sarcophagus, open the gates and stand on the pad beyond them. Break the hot lock exposed in the first cage.
    2. Go toward the column and climb the crate behind its right side, then the adjacent pillar and wall hole. Break the hot lock beside the gate to open a return to the first floor pad and expose its cage. Stand on that pad and break the second cage lock. Break the weak corner wall in the side room for eight Gold before continuing.
    3. Follow the red floor line past the column into the next room, turn right twice and use the switch to power the jump booster. Boost up, follow the high passage past the Life Sigil and stand on the last pad. Break its cage lock, drop back to the now-open column and take the Chainshot. Clear its tutorial ambush, take the chest beyond the newly opened gate and kill the cultists at the third Gore Portal. You teleport back to the barrel chamber.
    Watch out: Break the chest before you kill the cultists: closing their portal automatically returns you to the barrel room. Chapter Select can recover a missed pickup.
  13. Siege – Part 1. From the lift-dungeon cave exit east of the Chainshot portal, look northwest for the small island holding the floating codex. Run-jump from the cave mouth to that island and take Siege – Part 1. You can also approach from below by climbing the metal beam and rocks west of the hill portal; take care because the beam is easy to slide off.
  14. Ruby and Gold — Secret Key lift dungeon, 88. East of the Chainshot portal and northern cannon, follow the road to the fork, drop from its ledge and clear the large encounter. Follow the detailed route below and collect each branch before taking the exit.
    1. East of the Chainshot portal and northern cannon, follow the road to the fork, drop from its ledge and clear the large encounter. Go southwest from that ledge into the mountain tunnel. At the four-pillared raised lift, turn right and use your Secret Key on the purple gate for the Ruby. Return to the lift and follow six Gold up the opposite slope. Recall-jump using the green mass, turn right and drop onto the lift for eight Gold. Ride it down, go through the opened gate for three Gold and climb the crate and right wall. Turn left in the fireball corridor and break the weak wall for eight Gold. Return to the corridor, follow the armor out and take the thirteen-Gold trail around the bend to the climbable wall.
    2. Climb and break the chest on your left for fifty Gold.
  15. Gold — Vagary clearing chest, 50. After the codex island near the lift cave, drop north and go northeast into the clearing beneath the fighting titans. Defeat the Vagary and search northwest of its arena for the fifty-Gold chest.
  16. Mancubus. From the Vagary chest clearing, travel toward the large statue overlooking the northeastern Gore Portal and the third Sentinel Shrine. Kill the demons and Hell Tank along the way. Search between the statue’s feet for the Mancubus toy. Drop south from the statue ledge to reach the shrine.
  17. Kreed Maykr and 5 Gold. From the third Sentinel Shrine near the Mancubus statue, go north, east down the ramp and north again to the climbable cliff. Climb and follow five Gold to Kreed Maykr. The page lies below the statue’s left side, so you can also look down from that statue to identify the ledge.
  18. Life Sigil and 10 Gold — shrine downhill cave. From the third shrine near the Mancubus statue, follow the ten-Gold trail downhill toward the small cave. Watch for tentacles spawning along the trail and parry their green attacks. Take the Life Sigil at the cave’s end.
  19. Demonic Essence — Armor. At the northeastern Gore Portal, enter the morale encounter with the armored Pinky Rider leader. Kill the supporting demons and the Cyberdemon that arrives near the end of morale, then kill the now-vulnerable leader for the armor essence. Finish the nearby pickups before returning to the city-wall exit.
  20. Gold — eastern wagon, 5. Near the northeastern portal arena, search the alcove on its right for a wagon with Gold shining beneath it. From the swamp route, cross the wooden bridge north of the eastern cannon, pass the fire on your right and look into the next right-side alcove. Break the wagon for five Gold.
  21. Eastern river cannon and 8 Gold. From the first Sentinel Shrine, follow the river east and defeat its Hell Tanks and tentacle. After the tentacle, turn left up the slope to the artillery position. Kill the Shield Soldiers, destroy the cannon and collect eight Gold.
  22. Life Sigil — eastern river statue. From the eastern river artillery cannon, go across the river toward the Life Sigil on a tall statue. Climb the nearby block and jump to the statue for the Sigil, then return toward the swamp pool detour.
  23. Gold — swamp pool chest, 50. From the eastern battlefield, find the round building in the swamp with a chest visible behind its gate. Go north past it, turn under the fallen tree and find the flag and two torches. Dive into the pool between the torches. Avoid both pairs of underwater fireballs and surface near the second pair inside the building. Break the chest for fifty Gold.
  24. Gold — eastern corner weak wall, 8. After leaving the southern portal dungeon by its armor-marked exit ramp, head east and keep the corner wall on your right in view. Shield Charge through that wooden wall to reach the secret room containing eight Gold.
  25. Gold — southern portal dungeon, 61. Go to the southeastern gate near the forest Gold platform and clear its three Hell Knights and Cyberdemon. Enter the blue portal. Solve both gate switches, taking the three-Gold side doorway and eight-Gold lower room on the right route, then the fifty-Gold chest behind the opened gates before killing the cultists.
    1. From the southeastern forest platform, drop toward the burning wreck and turn east, then fight south to the open gate. Drop into its chamber, kill the three Hell Knights and Cyberdemon and enter the blue portal. In this fourth portal dungeon, take the right doorway, turn left through the weak wall and take the next two right doorways to the suspended blocks.
    2. Break the left block’s hot support, climb it and recall-jump to the high ground opposite. Turn left and Shield Charge the wooden platform down to form a bridge. Take the side doorway reached from the right block for eleven Gold, then return and run-jump to the climbable wall above the blocks. Follow it to the lever opening the first gate.
    3. Return to the dungeon entry and take the left doorway. Swim through the corner pool, avoiding the underwater flame jets, and surface on the right. Wait for the flamethrower to pause, climb the stairs and kill the Hell Knight. Zigzag past the two fireball streams, turn right and recall-jump up to the second switch. Pull it, return to the entry and take the fifty-Gold chest behind the opened gates before killing the cultists. You teleport back to the Cyberdemon chamber; follow the armor up the exit ramp.
    Watch out: Take the side-room Gold and central chest before closing the cultists’ portal; you automatically return to the battlefield. Chapter Select recovers anything missed.
  26. Gold — southeastern forest, 25. Near the river where the third Vagary patrols, go uphill southeast into the forest. Follow three separate lines of three Gold past Soldiers and a Hell Knight. At the end, kill the Spider Demon guarding the wooden platform and take its two eight-Gold stacks. The trail and platform total twenty-five Gold.
  27. Ruby — three wolf statues. From the first shrine, go southeast past the disabled tank and take the first left up toward the three large hound statues around a shielded Ruby. Kill the Vagary south of the statues and the remaining enemies. Throw your Shield Saw at the three small hot wolf statues: on rocks northwest of the Ruby, under the leaning dead tree southwest of it, and downstream among the rocks by the Vagary’s shallow river. Return up the short slope and take the Ruby after its barrier falls.
  28. Swamp artillery cannon and 8 Gold. From the round swamp building and underwater chest route, go north to the final artillery cannon. Destroy it with a Shield Charge and collect eight Gold. Destroying all four cannons completes Siege Breaker and awards Combat Shotgun — Reverent.
  29. Immovable Object — Siege Part 1. Parry ten green Hell Knight melee attacks during this chapter. You can keep one alive and time your shield just before its green strike connects; ten attacks from the same Knight count. The lone Knight behind the weak wall in the second shrine’s portal ruins gives you a controlled opportunity. The morale fights and both portal entrance ambushes supply more. Completion awards fifty challenge Gold; Chapter Select lets you retry.
  30. Unstoppable Force — Siege Part 1. Take the Flail before entering the battlefield, equip it in the melee menu and hit demons twenty-five times. Use charges on the crowds and refill them between fights. The count is hits, so you do not need twenty-five distinct kills. This awards fifty challenge Gold and remains recoverable on chapter replay.
  31. Siege Breaker — Siege Part 1. Destroy the four optional artillery cannons before taking the final city-wall exit: the western cannon behind the wooden wall, the cannon northeast of the northwest village, the eastern river cannon and the northern swamp cannon. Each gives eight pickup Gold; the completed challenge awards Combat Shotgun — Reverent. Each cannon’s approach is detailed in its nearby row. Chapter Select recovers an unfinished objective.

Siege – Part 2

Point of no return: The drop beside the first fireball trap closes the turret-side region. The later elevator closes the Secret Key region. Get the hangar Ruby before entering the wreck.

  1. Life Sigil and 3 Gold — moved crate. Finish the opening turret battle and head toward the fallen Titan. Climb the wall on your left and go through the hole. Kill the Mancubus breaking in and Shield Charge the crate into the corner. Before climbing the crate, break the weak wall it uncovered on your left. Take three Gold and the Life Sigil inside.
  2. Gold — wall above the crate, 50. Climb the moved crate and the wall on its right into the hallway. Immediately turn back and look diagonally up-left for another climbable wall. Climb to its secret platform and break the fifty-Gold chest. Drop back to the hallway before continuing over the two gaps toward the switch.
  3. Pinky Rider and 8 Gold. Use the switch beyond the first gaps to open the door across the turret chamber, then clear the Revenant and Mancubus inside. Climb the wall on the entrance’s right, cut the hot chain to lower the next wooden climbing wall and climb it. Face the long window opposite the right-side Gold room. Jump or Shield Charge across to the weak wall by that window. Break through, drop onto the fallen tower outside and climb the wall on your left. Turn left up the steps and left again to the toy platform, taking the eight Gold and Pinky Rider. Backtrack into the Revenant building.
  4. Gold — Revenant room and walkways, 18. At the top of the Revenant building’s lowered wooden wall, enter the room on your right for eight Gold. Return and follow the Gold across the wooden walkways on the left, jumping their gaps to the far doorway. Take the remaining ten Gold along that main path before going downstairs toward the fireball-trap drop. With the first two secrets and toy route, your pickup total reaches 79.
  5. Life Sigil — burning-hallway alcove. Drop beside the fireball trap, clear the first room and climb the stairs right of its statue. In the Revenant chamber go left upstairs between four statues and defeat the Enforcer Pinky Rider. Climb the stairs behind it and clear the Mancubi and Hell Knights. Find the hallway blocked by burning debris, then turn left into the corner alcove. Break its blue weak wall for the Life Sigil.
  6. Secret Key and Gold, 15. Leave the Sigil alcove through the gate that rises, turn right and climb the stairs. Clear the Spider Demon, climb to the upper Enforcer-room floor and clear its Revenant. Cross into the opposite chamber and kill the Hell Knight and Soldiers. Before following the armor-marked doorway, break the wall on your right. Turn right down the hall, watch for the Nightmare Imp Stalker and take eight Gold at its right end. Follow seven Gold left to the jump booster and use it to land beside the Secret Key.
  7. Gold — key-room pit and ambush, 23. From the Secret Key, round the right corner and clear the Shield Soldiers and Spider Demon. Cut their hot gate lock. Follow three Gold to the pit and drop down for four more, opening both corner cages in the lower Enforcer room. Cross to the opposite cage and take its two eight-Gold stacks. Kill the Imp Stalkers and Hell Knight trapped with you while avoiding the flamethrower.
  8. Ruby — first Secret Key gate. After clearing the sixteen-Gold cage ambush in the lower Enforcer room, continue to the purple Secret Key door on your right. Open it with the key obtained by jump booster, kill the Mancubus up its stairs and take the Ruby inside.
  9. Siege – Part 2 and 8 Gold. From the lower Enforcer room, climb past the four statues to the upper floor and turn right to the second purple Secret Key gate. Open it, follow eight Gold into the burning room, kill its Chaingunner Soldiers and collect Siege – Part 2. Return to the armor-marked main-route doorway; take its elevator only after all the key-room detours.
  10. Ruby — hangar scaffolding. Ride the next elevator and climb into the hangar containing the crashed burning ship. Clear its Shield Soldiers, Nightmare Imp Stalker, Spider Demon and Revenant. Before entering the ship, go downstairs and right past it to the collapsed scaffolding. Turn right up the stairs and right again to the climbable crates. Kill the ambush, climb the crate and follow the ramp to the Ruby.
  11. Gold — wreck side passage, 8. Return to the burning ship and Shield Charge through the green-marked entry. Drop from the ledge beside the stairs and immediately turn left into the hidden side passage. Jump onto the raised walkway for eight Gold. Cut the hot lock to reconnect with the main passage, then return to the ship’s central chamber.
  12. Life Sigil — stopped fan. From the wreck’s central chamber, go upstairs and drop through the floor hole. Kill the demons below, follow the walkway and climb the ledge, then turn left up the ramp and clear the Imp Stalkers. Climb the next wall and look into the hole on your left for a hot lock. Throw your shield at it to stop the fan. Exit the hole, drop and turn right to the now-clear fan opening. Climb through and turn right for the Life Sigil.
  13. Gold — passage beside fan wall, 50. Leave the fan Sigil room and turn left toward the passage beside the wall you climbed to reach its lock. Enter, turn left and follow the armor to the fifty-Gold chest. This is the final pickup Gold, bringing the chapter total to 183 when the earlier detours are complete. Climb the wall above the chest to resume the hangar route.
  14. Demonic Essence — Health. From the final chest, climb its wall, turn right and climb the second wall and hanging metal. Kill the two Imp Stalkers and climb back into the main hangar beyond the wreck. Clear the large enemy waves and Cyberdemon, then kill the armored Hell Knight leader and its two accompanying Knights. Defeating the leader awards the health essence automatically. Continue to the crane and closing lift before switching chapters.
  15. Roundhouse — Siege Part 2. Equip the Chainshot obtained in the preceding chapter’s column puzzle. Hold its fire action until fully charged and hit demons ten times. Stronger demons can take repeated hits, so the objective does not require ten separate enemies. Use it in the rooms after the turret battle while you advance. Completion awards fifty challenge Gold; Chapter Select recovers an unfinished counter.
  16. Exterminator — Siege Part 2. Kill at least three fodder demons with one Shield Throw on five occasions. Imps, Zombies and ordinary Soldiers count. After the first fireball-trap drop, the room with the statue repeatedly spawns Zombies; group three together, throw the saw and wait for the next group. You can also use clustered Soldiers in the upper key-room approach. Completion awards Shredder — Reverent, and chapter replay lets you finish it later.

Abyssal Forest

Point of no return: The drop beyond the turret-breached wall closes the barracks, and the mine elevator closes the upper forest. Finish each region first.

  1. Opening hill Gold and Life Sigil, 9. Drop from the starting ledge, follow the armor, break the barrier and take the uphill path on your right for five Gold. Shoot the Shield Soldier across the broken bridge and jump over for four Gold. Clear the Stone Imps and Stalker at the far end and take the Life Sigil before dropping to the first arena.
  2. Yellow Key and Gold, 3. Approach the first arena’s locked Yellow Key gate to start the Whiplash encounter. Kill both Whiplashes and the supporting demons. Drop along the three-Gold route they emerged from, kill the Arachnotron in the cave and climb the guarded wall to the corpse holding the Yellow Key. Taking it starts the arena’s main waves; clear them before using the key gate.
  3. Ruby and Gold — Cyberdemon cave, 15. Use the Yellow Key gate and defeat the Cyberdemon and rushing Hell Knights beyond it. Look left toward the canyon for the lower path and drop onto it. Follow five Gold into the cave, dive through its water and surface beside the jump booster. Before using the booster, turn toward the climbable wall for ten Gold on top. Return and boost up, kill the Hell Knight beside the statue and take the Ruby. Break the gate to return to the Cyberdemon route.
  4. Abyssal Forest. Return from the left canyon cave to the Cyberdemon route. Continue forward and check the right-hand brambles. Shield Charge through them to the secret room and collect Abyssal Forest. Return to the main path toward the downhill Pinky Rider encounter.
  5. Gold — brambles below the recall jump, 50. Kill the enemies beyond the codex, including the Pinky Rider, Lost Souls and armored Mancubus, then recall-jump across the gap using the green corpse. Climb, clear the Whiplash and go right toward the armor. Drop down from that side, turn around and break the brambles for the fifty-Gold chest. Continue uphill past the Revenant toward the shrine.
  6. Demonic Essence — Armor. Pass the Sentinel Shrine and enter the barracks arena. Kill its high Mancubi, Arachnotron, Whiplash, shield lines and Revenant, then defeat the Pinky Rider leader and its supporting Stalkers and Hell Knights. The leader gives the armor essence automatically. Finish the barracks exploration before leaving through the turret breach.
  7. Witch and Gold, 13. After clearing the barracks, return toward its entry side and take the lower trail in the southwest corner. Jump the gap and follow five Gold to the left stairs. Kill the Nightmare Imp Stalkers, cross the floor flames for four Gold and enter the circular cage room. Look through the rubble-blocked doorway at its upper-right edge and break the hot lock. This opens the gate on your left, exposing a blue Energy Node. Throw your shield into it to raise the cage and take the Witch toy. Leave by the unexplored passage, taking four Gold past two more flame traps. Kill the Hell Knight and break the boards to return to the arena.
  8. Life Sigil — platform above barracks. After breaking out of the Witch cage ruins, turn left past the pillars toward the climbable wall leading onto the barracks roof. Look right for a crate beside another climbable wall. Climb it, turn right and jump the gap to a second climbing wall. Look up-left for the green corpse and recall-jump onto its higher platform. Kill the two Stone Imps and take the Life Sigil.
  9. Gold — suspended statue chest, 50. Find the chest visible behind the gate at the turret building. Stand facing its gate, turn around and look up at the statue hanging in scaffolding. Throw your shield through the scaffolding gap at the hot lock to drop the statue through the wooden floor. Drop into the opening and follow the tunnel to the fifty-Gold chest. Cut the nearby hot lock for the return route; the chest gate opens when you collect it.
  10. Gold — opposite the turret, 16. Circle to the turret building’s side with the rotating wheel. Wait for its uncovered segment and throw your shield through it at the hot lock. Climb the wall nearby to the roof. Before using the objective turret, walk directly away from it toward the roof-edge cannons. Look down from those cannon landmarks and drop onto the wooden platform holding two eight-Gold stacks.
  11. Ruby and Gold — broken platforms, 7. Climb to the roof of the turret building after breaking the rotating wheel’s hot lock. Leave the turret unused and turn left toward the broken platforms. Jump to the first for three Gold, cross to the wooden walkway for four and climb to the Ruby statue at the end. Take it and backtrack over the same platforms to the roof.
  12. Gold — northern wall gate, 16. Drop from the turret roof and return to the gate that originally hid the chest. Circle around the building on your right to the stone ledge below the sixteen-Gold wooden platform. Drop onto that ledge and look up-left through the wall gap for a hot lock. Break it with your shield to raise the gate. Kill the Whiplash beyond it and collect the armor and sixteen Gold.
  13. Gold — after turret breach, 16. Finish the barracks detours, use the rooftop turret to destroy the green stone barrier and go through the breach. Drop from the one-way ledge, clear the fodder and immediately turn around. Take both eight-Gold piles behind you before continuing downhill to the mine lift.
  14. Grenade Launcher. After the turret-breach drop, fight downhill through the scattered Shield Soldiers and kill the Arachnotron guarding the mine elevator. Ride it down and leave the lift to the arsenal pod. Take the Grenade Launcher before entering the gate on your left.
  15. Gold — mine corpse recall-jump chest, 50. Take the Grenade Launcher, pass the left gate and clear the fodder and Stalkers. In the chamber with the stone pillar, look high on its left for the green corpse. Throw your shield into it and recall-jump to the dark passage. Jump the first pit, which would otherwise drop you back to the floor, then drop into the second pit. Break the fifty-Gold chest and use the opened gate to return near the weapon pod.
  16. Final mine Gold, 5. Return from the corpse recall-jump chest to the mine’s downhill main route. Follow it toward the Forge, taking all five Gold directly along the descent. These complete the chapter’s 250 pickup Gold.
  17. Life Sigil — lower mine drop. Follow the downhill mine route after collecting the final five Gold. At the next drop, land and turn around to find the Life Sigil behind you before entering the lower arena.
  18. Ghost Buster — Abyssal Forest. Parry three green skull projectiles from Revenants. The first appears in the battle triggered by taking the Yellow Key; another waits after the recall-jump/bramble chest route. Keep one alive, watch for the green skull among its shots and raise your shield just before impact. Three successful projectile parries award one Ruby, separate from the two Ruby statues. Chapter Select lets you retry.
  19. Knockout — Abyssal Forest. Damage five demons until the purple dazed aura appears, then finish each with Shield Charge instead of a normal execution. The early Whiplashes are suitable targets. Time your damage so they become dazed before they die, then use the shield’s charge action immediately. The completed challenge awards fifty Gold and remains recoverable on replay.
  20. Bone Collector — Abyssal Forest. Collect one hundred ammo drops produced by melee strikes on demons. Spend ammo across your weapon families first so you can pick up the drops, then hit fodder with your charged melee weapon and walk over the loot. Continue the shoot/melee/collect cycle through the forest and barracks encounters. Melee executions can also produce useful ammo, but ensure the objective counter advances. Completion awards fifty challenge Gold; replay can finish the counter.

Ancestral Forge

Point of no return: The forge elevator closes the outdoor heart circuit for this visit. The door after the last shrine closes the platform detours. Killing the final Mancubus ends the mission; Chapter Select permits cleanup.

  1. Demonic Essence — Health. From the opening tunnel, pass the sealed gates to the heart pit and shrine. Go right, clear the lower Pinky Riders and follow the wall past a Secret Key gate. Turn back and climb the sloping passage into the eastern arena. Kill the Revenant, armored Mancubus and reinforcements, then defeat the armored Hell Knight leader for the health essence.
  2. Secret Key and Gold, 5. After clearing the eastern heart arena, return to its entrance and break the boards on the left. Take five Gold along the passage and the Secret Key at the end. Return to the arena to use its heart lever. The key opens three optional gates in the outdoor heart circuit.
  3. Gold — eastern heart descent, 10. At the eastern heart lever, turn back and follow the left wall down its slope. Take five Gold before breaking the hot gate. Drop into the Wraithstone chamber and follow the right wall for five more Gold. Remember this chamber while you destroy its three wolf locks.
  4. Wolf locks and first Wraithstone. Destroy the hot wolf on the right of the eastern heart lever. Return through the shrine to the opening tunnel, open its Secret Key gate and kill the Nightmare Imp Stalker guarding the second wolf. For the third, follow the four-Gold northwestern route, break the wall under the wooden ramp beside the lantern, pass the Sigil gate, climb the wall and turn right down the stairs. Kill the Vagary to remove the barrier and destroy that wolf. Return down the eastern lever’s left slope to the wolf-guarded statue chamber, kill the new Revenant and Whiplash and take the Wraithstone.
  5. Gold — southern Secret Key gate, 50. With the key from the eastern arena, return to the shrine. Follow the right wall around the lower battlefield and drop to the Secret Key gate you passed on the way to that arena. Open it and take the fifty-Gold chest. Return to the shrine for the next heart branch.
  6. Gold — northwestern heart approach, 4. Circle counterclockwise from the shrine toward the forge-door stairs. Clear the Pinky Rider and follow the four-Gold route along the right wall toward the northwestern lever. Kill its Stalkers, Revenant and Mancubi before exploring the ramp and codex detours.
  7. Life Sigil — beneath the wooden ramp. On the northwestern heart approach, stop below the objective ramp and turn back toward the wooden ramp beside a lantern. Break the wall beneath it. Take the Life Sigil and pass through the gate it opens; this leads to the lower codex ledge and the route to the third wolf.
  8. Ancestral Forge and Gold, 5. Pass the gate opened by the Sigil beneath the northwestern wooden ramp. Walk past the climbable wall to the railing over the sulphur pit. Drop carefully onto the visible lower platform and take five Gold and Ancestral Forge. Return toward the wall to climb back up.
  9. Ruby, Vagary and Gold, 11. Clear the northwestern heart arena and pull its lever. Jump right to the three-Gold platform and open the Secret Key gate. Jump across and climb, kill the Arachnotron and climb the next wall on the right. Kill the Chaingunners and fodder, then turn back and use the ramp to jump to the Ruby statue and Vagary toy. From that platform, look down for the eight-Gold ledge and make a running jump onto it. Drop toward the central heart circuit afterward.
  10. Gold — western fork, 9. From the eight-Gold ledge below the toy, drop and turn left between the barricades for four Gold. Turn right around the heart pit and take the next right-hand route. At its fork, follow the right branch toward the Vagary chamber for five Gold, then return to the fork and take the left branch toward the western lever.
  11. Recall-jump Gold and crane Sigil, 6. Take the western fork’s left branch, clear the Lost Souls, Hell Knights and Arachnotron and follow the armor across the bridge. Turn left at the Megasphere doorway and follow the wall, looking up for a green corpse. Recall-jump to it and climb for three Gold. Jump the next gap for three more Gold and pull the crane lever to drop a Life Sigil below you. Drop back to collect it.
  12. Gold — western ramp and lower chest, 58. From the crane Sigil, turn left under the bridge and right toward the western arena ramp. Take three Gold before the ramp, then look right and drop along five Gold to the lower fifty-Gold chest. Break the hot gate to return to the crane area, then climb the arena ramp.
  13. Gold — Cyberdemon arena ledge, 16. Clear the western heart arena, including its Whiplash, Pinky Rider and Cyberdemon. Before using the heart lever, go to the arena edge opposite the entrance and look down into the sulphur pit. Drop onto the platform, turn right for sixteen Gold and defeat the three Hell Knights that appear. Climb back to pull the lever.
  14. Ruby — forge side gate. Power all three heart levers, defeat the Agaddon Hunter at the forge stairs and ride the lift down. Kill the first room’s Whiplash and Mancubus, then the next room’s Chaingunners and Revenant. Break the back-left wall, turn left and throw your shield through its small opening at the hot lock. Leave the alcove and enter the gate that opened outside to take the Ruby.
  15. Gold — blue-node lift chest, 50. After the forge Ruby, leave through the opposite doorway into the machinery chamber. Clear the Stone Imps and Nightmare Imp Stalker on the bridge. At its end, drop straight down instead of taking the progression platform on the right. Turn back and throw your shield into the blue Energy Node to raise your platform. Jump across for the fifty-Gold chest, then return to the bridge.
  16. Gold — lower forge ledge, 6. Jump from the machinery bridge to its right-hand platform and onward to the next structure. Turn left past the locked gate, turn right and climb. Kill the Nightmare Imp Stalker around the corner, then look down on your left. Drop to the six-Gold ledge and break its hot lock to open the return gate.
  17. King Novik and Super Shotgun — Nightmare. Return through the six-Gold gate, climb twice to the top and kill its fodder and Lost Souls. Break the overhead hot chain to drop a platform. Jump across the lower platforms and throw into the blue Energy Node to rise. Clear the demons along the bridge, then return to the node lift and raise it again. Turn left toward the climbable platform behind you and jump over. Recall your shield and use the green corpse above-right to recall-jump farther. Cross for the optional Sigil, return and recall-jump to the next corpse for the Super Shotgun skin. Jump left once more for King Novik. Return to the lift to continue.
  18. Ground Fissure. Finish the forge platform detours and ride the blue-node lift to the cleared bridge. Follow the main route past the last shrine and enter the final door. The shield upgrade gives you Ground Fissure automatically and unlocks Ancestral Blessing. Equip a rune to trigger it by parrying ranged green Hell Surge attacks.
  19. Demonic Essence — Ammo. After receiving Ground Fissure, kill the final arena’s supporting demons to empty the armored Mancubus leader’s morale: clear the Pinky Rider and Revenant on the left and the Mancubus, Whiplash and Arachnotron on the right, plus their Stalkers and fodder. Kill the exposed leader for the ammo essence. Its death ends the chapter immediately.
  20. Nothing But Nade. During Ancestral Forge, hit demons directly with Grenade Launcher projectiles ten times. You obtained the weapon in the Abyssal Forest mine. Aim into the bodies of the eastern arena’s fodder while they are moving toward you; nearby splash alone does not count. Complete the counter before the final Mancubus dies for fifty Gold.
  21. Sawed Off. During Ancestral Forge, keep demons locked down by your embedded Shield Saw for twenty seconds in total. Throw into the lower eastern battlefield’s Pinky Riders or other large demons, and let the shield remain attached while you fight their companions. Repeat until the chapter counter is complete for fifty Gold.
  22. Seven Secrets. Find seven of Ancestral Forge’s nine secret areas. Follow the Secret Key gates, toy platform, corpse-jump ledges, western chest, forge Ruby, blue-node chest, six-Gold ledge and final skin detours. The challenge rewards Accelerator — Reverent. Finish it before killing the final Mancubus; Chapter Select lets you return for the remaining secrets.

The Forsaken Plains

Point of no return: Entering the restored Atlan ends the mission. Both cannon towers unlock more of the same battlefield rather than ending it; Chapter Select permits recovery.

  1. Gold and Life Sigil — opening corpse jump, 9. Clear the first battle after dropping from the starting ledge. Look left for a Life Sigil above the arena, then find the green corpse to its right. Recall-jump to the corpse for three Gold and jump to the higher platform for six Gold and the Sigil. Return to the objective.
  2. Rocket Launcher. After the first arena and optional corpse-jump treasure, take the Rocket Launcher at the front-gate objective. The castle opens and releases demons. Shoot clustered enemies for Rocket Man, staying far enough away to avoid your own blast. Continue through the castle to the open cannon battlefield.
  3. Ruby — ceiling crusher. From the castle exit, go right along the armor, drop to the lower path and continue northeast. Kill the Nightmare Imp Stalker and Arachnotron, climb and turn right at the shrine. Clear the Whiplash and Arachnotron beyond it. Wait for the spike-covered ceiling crusher to lower, get onto its top and ride it up. Jump to the outside ledge for the Ruby, then drop back to the trap corridor.
  4. The Forsaken Plains and Gold, 10. After the ceiling crusher, pass the flame traps to the outdoor chamber. Take four Gold along the route to the gate near the castle and six Gold beside The Forsaken Plains codex. Return to the northeastern shrine and continue uphill to the cannon arena.
  5. Demonic Essence — Armor. Clear the northeastern Hell Cannon arena: defeat the Revenant, Mancubi, Pinky Rider, Arachnotron, Stalkers and shield lines until the leader loses its morale protection. Kill the Hell Knight guarding the armored Mancubus leader, then finish that leader for the armor essence. Continue to the tower objective and next checkpoint before leaving the mission.
  6. Cycler — Nightmare. After killing the northeastern cannon’s Mancubus leader, enter its tower, ride the booster and Shield Charge the orb to destroy the cannon. Return across the arena to the western ledge where two Mancubi stood. The barrier is now down; follow its side path to the Cycler skin.
  7. Demonic Essence — Ammo and northern Gore Nest. After destroying the northeastern cannon, climb north through the doorway and up the next cliff. Turn right for the Gore Nest. Shield Charge it, then kill its Hell Knight, armored Pinky Rider, Whiplash, Arachnotron and support. Defeat the final Revenant leader for the ammo essence and one of Exterminator’s two nests.
  8. Gold — tentacle chamber, 26. Return to the Cycler skin ledge and drop from it. Clear the fodder and Arachnotron, then turn south into the Gold chamber. Take five floor groups of three, another three on the right ledge and eight opposite the entrance. Kill the Chaingunner and watch for floor tentacles. Break the southern boards to return to the central battlefield.
  9. Life Sigil — central shrine ditch. Clear the central battlefield and head north to the shrine beside the sealed Atlan Core arena. Drop into the narrow ditch behind the shrine and follow it to the Life Sigil. Climb back out before exploring the western ruins.
  10. Secret Key and Gold, 56. From the central shrine, go left through the arch, around the ruins and through the underground passage’s right branch. Drop right, cross the bridge and circle the caged key building to its left. Recall-jump to the green corpse, enter and turn right along the armor to the balcony. Throw left at the hot lock, pass the flames and Hell Knight and take six Gold through the opened gate. Turn right on the balcony, jump to the ledge and climb. Turn right for a fifty-Gold chest, then return to the other end of the upper corridor. Enter the left room and drop through its floor hole for the Secret Key. Clear the Pinky Rider and Whiplash outside.
  11. Ruby — Secret Key Gore Nest. With the key, cross back over the bridge and turn right downhill to the Secret Key gate beside the shielded Ruby statue. Open it and Shield Charge the Gore Nest. Clear the enhanced Mancubus, Hell Knight, Revenant and later enhanced Chaingunner and Agaddon Hunter, with their support. When every demon is dead, return outside for the unlocked Ruby. This nest and the northern nest complete Exterminator.
  12. Cyberdemon. From the Secret Key Gore Nest gate, turn right toward the lava edge, following the armor. Drop onto the booster below to launch onto the chained floating island. Take the Cyberdemon toy and use the portal to return to the gate.
  13. Gold — fireball window room, 6. Take the lower-left tunnel from the Secret Key Gore Nest gate and defeat the two-Mancubus ambush. Step back outside, face the tunnel and turn left through the arch. Drop into the ditch and walk toward its brazier. Turn right, climb through the window and defeat the armored Arachnotron beyond the fireball traps. Collect six Gold and break the hot gate to return to the route.
  14. Life Sigil — western cannon approach. From the hot gate beside the six-Gold window room, take the left passage. Look up-right for the green corpse above the broken stairs. Climb those stairs and recall-jump to the corpse’s ledge for a Life Sigil. Drop back and continue toward the western cannon.
  15. Demonic Essence — Health. Enter the western Hell Cannon arena and clear its Hell Knight, Pinky Rider, Arachnotrons, Revenant, Mancubus and support to remove the Cyberdemon leader’s protection. Keep clear of its ranged fire while killing the high supporting demons. Defeat the Cyberdemon for the health essence, then ride the tower’s booster and charge the cannon orb.
  16. Gold — central shrine booster chest, 50. After destroying the western cannon, leave its tower and take the booster on the left to the upper ledge. Turn right downstairs to the next vertical booster, which launches you near the north-central shrine. Turn right on landing for the fifty-Gold chest, then drop back toward the western cannon approach.
  17. Ruby and Gold — opened cannon-side key room, 12. Destroy the western cannon and return to the approach below the Sigil ledge. Kill the newly spawned Whiplash, Arachnotron and Mancubus. Facing the cannon arena, take the right-hand route to its now-accessible Secret Key gate. Open it, avoid the flame and fireball traps and kill the Hell Knight and Arachnotron. Collect four Gold, a pile of eight and the Ruby. Break the hot exit lock to return to the tunnel.
  18. Prince Ahzrak and Gold, 11. From the cannon-side Ruby exit, turn left through the former Mancubus ambush tunnel. On the far side, turn left and climb the wall. Continue up to the two doorways and take the right one. Turn left at the fork, leave the underground and follow the right wall upstairs to the ruins’ Secret Key gate. Open it, turn left and kill the Hell Knight and Stone Imps. Take eight Gold, three Gold and Prince Ahzrak.
  19. Wraithstone — Atlan Core arena. Destroy both Hell Cannons, then enter the arena north of the central shrine. Kill the first high Arachnotron, armored Vagary and its support, followed by the second Arachnotron. Take the exposed Atlan Core at the objective and then the Wraithstone in the cleared arena. Return toward the castle and dormant Atlan.
  20. Gold — Atlan entry chest, 50. With the Atlan Core, return south toward the castle and defeat the Tanks, Arachnotrons and supporting demons. Climb the ramp to the Atlan’s shoulder, look down its far side and drop onto the ledge with the newly opened door. Follow the armor inside and take the fifty-Gold chest before the climbable wall. Climb that wall and enter the Atlan to end the mission.
  21. Rocket Man. Take the Rocket Launcher after the first fight, then damage at least five demons with one shot on five occasions in this chapter. Fire into the clusters pouring through the castle gate and the group outside it. Keep enough distance to avoid your own blast and repeat at later clustered waves if needed. The reward is fifty Gold.
  22. Exterminator. Destroy both Gore Nests in The Forsaken Plains. One is beyond the northern cliff above the northeastern Hell Cannon; the other is inside the Secret Key gate beside the western Ruby statue. Shield Charge each nest and clear its complete encounter to collect its associated reward. The challenge grants Pulverizer — Reverent.
  23. Fault Line. Equip Ground Fissure, received at the end of Ancestral Forge, and affect twenty-five demons with it during The Forsaken Plains. Parry green ranged Hell Surge attacks while other demons are between you and the caster so the counter travels through them. Use the opening Stalkers and cannon support waves; finish the counter for fifty Gold before entering the Atlan.

Hellbreaker

Point of no return: Leaving the Atlan ends the two mech challenge windows. The final portal ends the mission. Chapter Select lets you replay both sections.

  1. Atlan. Finish the Atlan battles and break through the last door toward Ahzrak’s castle. As soon as you regain control on foot, turn around before leaving the mech. Walk up its arm and jump toward its head for the Atlan toy, the chapter’s only secret. Return across its arm toward the castle stairs.
  2. Holy Swarm. After taking the toy from the Atlan’s head, leave by the mech’s arm and climb the stairs to the basin outside the gate. Interact with the basin to receive Holy Swarm. The gate opens afterward. Equip this rune for the chapter’s Dispersion challenge and upgrade it at the shrine farther ahead if desired.
  3. Gold — castle entry chest, 50. With Holy Swarm, clear the three uphill encounters and the castle gate’s Pinky Rider, two Hell Tanks, Arachnotron and Cyberdemon. Break both hot locks holding the drawbridge with Shield Throws. Cross the lowered bridge and take the fifty-Gold chest directly inside the castle.
  4. Gold — castle hall, 35. After the entry chest, explore both sides of the next open castle hall, including the stairs on the left and right. Gather all thirty-five Gold before continuing toward Ahzrak’s red projection and the final fight.
  5. Demonic Essence — Armor. Pass the castle’s Gold hall and approach Ahzrak’s projection to begin the last encounter. Clear the armored Hell Knight, Revenant, shield troops, Whiplash and support. Parry and defeat the Agaddon Hunter leader for the armor essence. A portal opens afterward; finish any challenge counter before entering it.
  6. Elusive. While piloting the Atlan in Hellbreaker, execute five Perfect Dodges. In the first Titan fight, wait for its green attack and dash just before impact, repeating until the counter reaches five. You can also use later Titans, but the window ends when you leave the mech. The reward is fifty Gold; replay the chapter if needed.
  7. Crushinator. During Hellbreaker’s Atlan section, damage at least two Titans with one Stomp. Build your special-attack meter to the Stomp threshold, let two horned Titans approach together and use Stomp while both are in its area. Try the pair after the first Soldier Titan or the later group before the shotgun arena. Complete it before leaving the mech for fifty Gold.
  8. Dispersion. Take and equip Holy Swarm at the basin after leaving the Atlan. On five occasions, damage at least three demons with a single Holy Swarm volley triggered by a ranged green-attack parry. Keep nearby demons alive while parrying the first Pinky Rider, then the uphill Mancubus and Tanks. If needed, upgrade the rune at the shrine before the castle fight. Finish before the exit portal for fifty Gold.

Sentinel Command Station

Point of no return: The early control-room drop closes the opening vents for this visit. Later loops return to the central hub; approach the hangar landing pad only after both Secret Key rooms. Chapter Select permits cleanup.

  1. Gold — first vent, 8. Attempt the opening objective consoles and wait for the air shaft to open during the attack. Enter, turn right, left and right and drop down. Turn right twice in the lower vent for eight Gold, then return toward its hallway exit.
  2. Sentinel Command Station and Gold, 5. Leave the first vent and continue straight along the hallway, ignoring its left turn. Look right near the dead end for a wall opening. Enter for five Gold and Sentinel Command Station, then return and take the left-hand progression route.
  3. Chainshot — Nightmare and transport Gold, 22. Follow the hallway to the control-room drop. Go downstairs and break the vent cover on the left. Collect fourteen Gold around the transport vehicles, kill the Stone Imps and high Imp Stalker and take eight Gold on the back transport lift. Climb to the Stalker’s ledge for the Chainshot skin. Its gate opens back to the control room.
  4. Gold — first shrine room, 8. Clear the first central-hub battle. Go through the east wall opening beside the sword statue and pull the far console. Return and defeat the Pinky Rider and Cyberdemon. Enter the gate the console opened for five Gold, kill the cultists and take three more Gold beyond the next console near the shrine. Pull that console to open the wall vent.
  5. Gold and Life Sigil — fireball vent, 6. After pulling the shrine-room console, pass the connecting gate and enter the new wall vent. Turn right at the first fork for six Gold and the Life Sigil at the end; walk onto its platform for secret credit. Return with your shield raised against the fireballs, then follow the other branch to the next drop.
  6. Ravager. Drop from the fireball ventilation route into the arsenal room. Take the Ravager from the pod on your right. Enter the newly opening gate on your left for the health-essence arena and opportunities to use this skull-ammo weapon.
  7. Demonic Essence — Health. Take the Ravager and clear the following arena’s Mancubi, Whiplash, Arachnotrons, Battleknight and supporting demons. The Pinky Rider leader appears with a Revenant after those waves. Kill them and take the leader’s health essence. Leave through the west door and continue upstairs toward the return console.
  8. Gold — return-console chest, 50. After the Ravager arena, leave west, round the left corner and kill the Zombies beside the explosive barrels. Climb into the command room and take the fifty-Gold chest on the right. Pull the left console to open the route back to the central hub.
  9. Ruby and Gold — corridor floor hole, 8. From the hub, enter the green door left of the statue and ride the lift. Go left through the Imps, continue past the Zombies, turn left and climb the wall on the right. Kill the Mancubus across the gate and recall-jump to the green corpse. Turn left, kill the Imps and approaching Hell Knight and continue to the end of the corridor. Drop into its floor hole for the Ruby, Nightmare Imp Stalker and eight Gold. Shield Charge the crate to climb back out.
  10. Yellow Key Card and Gold, 12. After the floor-hole Ruby, enter the Hell Knight’s doorway and fight through the enhanced Soldiers, Stalkers, Whiplash, Pinky Rider and last Hell Knight. Pass the Secret Key gate on the right and kill the cultists. Take twelve Gold on the left and the Yellow Key Card on the right.
  11. Gold — shaft-side chest, 50. Open the Yellow Key gate near the card and stop at its shaft. Use a normal jump to reach the climbable wall below the chest room across the gap. Climb in and take the fifty-Gold chest. If you fall instead, take Auto Turret below and use the booster that activates afterward to return for the chest and vents.
  12. Gold — upper vent, 8. From the shaft-side chest, turn back and break the vent cover across the chute. Enter the duct, advance to its fork, turn right and kill the Stone Imp and Chaingunner. Turn back to collect eight Gold, then follow the other route toward the climbable wall.
  13. Life Sigil — upper vent return. After collecting the upper duct’s eight Gold, follow the other branch and turn left to climb the wall. At the top, turn around instead of breaking the vent cover ahead. Jump across to the Life Sigil platform to register the secret, then return to that cover.
  14. Secret Key. Break the upper vent cover beyond the Sigil branch to enter the purple-key room. Kill the Zombies near the barrels, then the Stone Imps and Nightmare Imp Stalkers. Take the Secret Key when the fight ends. Leave by the gate to access both optional key doors.
  15. Wraithstone — upper Secret Key door. Leave the purple-key room and turn right into the earlier combat hallway. Open its Secret Key gate and approach the protected Wraithstone statue. Defeat the Agaddon Hunter that appears, then take the stone. Return toward the Yellow Key gate and shaft.
  16. Auto Turret. From the upper key rooms, return to the opened Yellow Key gate and drop to the bottom of its shaft. Use the rune basin for Auto Turret. Clear the Battleknight and support that arrive, then go upstairs to return to the central hub. Auto Turret will also be used for a later Spire of Nerathul challenge.
  17. Kreed Maykr. With the purple key, return from Auto Turret to the central hub and clear its last waves, ending with the Battleknight and Cyberdemon. Before using the southern Yellow Key exit, go east through the hole beside the sword statue to the earlier Cyberdemon-and-Pinky corridor. Open the Secret Key gate on the right for Kreed Maykr. Return to the hub and leave south toward the hangar.
  18. Punching Bag. Hit Battleknights with melee attacks ten times in Sentinel Command Station. These are the armored Hell Knights carrying axes. Spend your available charges on the first hub Battleknight, the Ravager arena’s one and the Battleknights after Auto Turret and in the final hub wave. Refill charges from pickups and combat rather than killing each target immediately. The reward is fifty Gold; Chapter Select retains challenge progress for another attempt.
  19. Wait For It. Kill ten demons with explosive barrels in this chapter. Lure the central hub’s fodder beside red barrels and shoot the barrels, then use those in the shrine-side corridor, Zombie room and purple-key room for remaining kills. Each victim must die to the blast. Complete the counter before approaching the hangar landing pad for a Ruby.
  20. Skeleton Key. Collect the Secret Key through the upper vent route after obtaining the Yellow Key Card. Open the upper hallway’s Agaddon Hunter gate for its Wraithstone, then return to the hub’s east wall corridor and open the Kreed Maykr gate. Opening both purple-key doors awards fifty Gold. Finish before approaching the hangar landing pad.

From Beyond

Point of no return: Each portal departure ends its ground battle. The final Revenant leader ends the mission. Dragon challenge attempts end on the last landing; Chapter Select permits replay.

  1. Demonic Essence — Ammo. Destroy the first two tentacle weak spots while flying. After the second retreats, fly right to the objective island and land. Clear the shield lines, Stalkers, Cacodemon, Arachnotron, Whiplash, Hell Knight and Pinky Riders to empty the Mancubus leader’s morale. Kill that leader for the ammo essence, then Shield Charge the portal marker to leave on your dragon.
  2. Demonic Essence — Armor. After the first ground portal, chase the next fighter through the corridors to the third tentacle and destroy its weak spot. Follow the next fighter to the giant Cacodemon, kill it and fly up to the second landing objective. Clear the Hell Knight, Tank and Arachnotrons to expose the Revenant leader. Kill it while watching the reinforcing Vagary and other Revenant. Taking its armor essence ends the mission.
  3. Deft Dragon. Execute five Perfect Dodges while flying in From Beyond. Use the opening Hell Carrier’s green shots: focus your fire and dodge just before a shot reaches you, following the direction indicated for the attack. Keep it alive until the counter reaches five, then destroy its turret and eye. Later aerial enemies offer more attempts before the final landing. The reward is fifty Gold.
  4. Veteran Pursuer. Chase and destroy two Hell Fighters in From Beyond for Impaler — Reverent. Two flee when you dive through the opening carrier’s core, two more flee through the hole left by the first tentacle, one appears after the first ground portal and one appears after the third tentacle. Boost while firing and focus on one at a time. The final fighter continues circling below the giant Cacodemon if it survives the chase; finish before the last ground encounter.

Spire of Nerathul

Point of no return: Ground-area departures and later drops close their local detours for this visit. The final island skull switch ends the mission. Chapter Select permits another complete chapter run.

  1. Gold — opening western cave, 50. Defeat the opening island’s Komodo Champion. With your arrival ruins south and the central tower north, go to the western edge and drop into the enclosed shallow water beside the Megasphere. Enter its cave for the fifty-Gold chest. Break the hot exit lock and return to the skull-switch objective.
  2. Wraithstone — waterfall mountain. Use the opening skull switch to drain the pit and mount your dragon. Fly around the central tower toward the mountain at the waterfall’s edge. Kill the Titan to reveal a landing zone and land. Clear the Soldiers and Stalkers, then Cacodemon and Cyberdemon, to release the Wraithstone. Remount to return toward the central pit.
  3. Ruby and Gold — underwater pillars, 8. Kill the giant Cacodemon over the drained pit and land at its bottom. From the landing pad, go toward the squat circular ruin rather than the left objective. Walk around it to the water’s two pillars. Dive into the hole behind them for eight Gold, then swim through both fireball-trap rooms. Surface inside the circular ruin for the Ruby. Its opening gate returns you toward the rune basin.
  4. Heaven Splitter. From the underwater Ruby’s exit, approach the objective basin left of the pit-bottom landing pad. Use it to receive Heaven Splitter, the fourth base Shield Rune. Re-equip Auto Turret afterward if Master Blaster is unfinished. Continue toward the broken-arch ramps and first Stasis Emitter.
  5. Gold — first-emitter lower ledge, 16. After taking Heaven Splitter, climb the first broken-arch ramp to its landing. Before climbing the next ramp, look over the side for the Gold-bearing lower platform and drop onto it. Take sixteen Gold and climb back to the main route.
  6. Gold and Life Sigil — first-emitter shrine, 12. Clear the first emitter approach’s Whiplashes, Revenants, Battleknights and Mancubus. Before breaking the purple emitter, climb the spiral stairs on its right. Follow twelve Gold past the Sentinel Shrine to the Life Sigil ledge, then return downstairs to the emitter.
  7. Gold — behind first emitter, 18. Destroy the first Stasis Emitter but leave your waiting dragon alone. Facing the destroyed device, climb the ramp on its left behind it. Follow five Gold into the building, five more down the stairs and drop for eight Gold. Return to mount your dragon after taking all eighteen.
  8. Gold — hidden portal landing, 26. After the first emitter, chase the departing fighter and dive back to the pit bottom. Fly through the stonework arch tunnel to the hidden landing zone. With the blue portal as twelve o’clock from the dais, take four Gold near eleven, eight near eight, seven down the stairs near six and seven scattered singles in the ruins near four. Enter the portal only after sweeping all four sections.
  9. Wraithstone and Grenade Launcher — Nightmare. From the hidden pit-bottom landing dais, enter the blue portal. Fight through the ship’s Imp swarms and jump its gap. Climb the left stairs, killing the Nightmare Imp Stalkers, and take the Grenade Launcher skin and Wraithstone at the top. Use the right-hand booster to return to your dragon.
  10. Gold — wreck corpse ledge, 8. Fly through the yellow-lit rim tunnel, destroy its tentacle and land beyond it. Pass the gate, climb right and use the booster into the wreck. Clear the Stone Imps, Revenant and Cacodemon. Return to the entry side and take the left downward armor ramp. Look up-right, recall-jump to the green corpse and take eight Gold. Break the hot gate to rejoin the ship route.
  11. Arachnotron. From the wreck’s corpse-jump exit, continue past the right-hand downward ramp and break the weak wall on the left. Turn right inside for the Arachnotron toy. Return through the wall before descending toward the barrel-wall chest.
  12. Gold — wreck barrel-wall chest, 50. After the Arachnotron toy, go right out of its room and left down the ramp. Shoot the barrels visible through the wall opening ahead. Turn left down the next ramp and right twice to reach the breach you made. Drop through it and continue to the fifty-Gold chest. Shoot the barrels nearby to reveal a return booster.
  13. Ruby and Gold — wreck crate switch, 5. Continue through the wreck to the room with explosive barrels and Nightmare Imp Stalkers. Clear them and note the button opposite the booster gate. Leave through the wall opening opposite your entry, turn left and climb left to the upper deck. Kill its Stalker and break the hot chain holding the overhead crate. The crate lands on the button. Drop to the opened booster, launch upward for five Gold and jump right across the gap for the Ruby.
  14. Gold and Life Sigil — lower Komodo ledge, 16. Leave the wreck by its health-lined beam and drop to the fodder below. Turn back uphill toward the armor and drop to the lower ledge beside it. Defeat the Komodo Champion for sixteen Gold and a Life Sigil. Exit through the cave gate, watching for the Pinky Rider; the secret registers as you approach that exit.
  15. Demonic Essence — Health. Descend from the wreck through the shield lines, enhanced Hell Knight and Cacodemon. Kill the Chaingunner enforcer at the route’s end to stop the replacement Battleknights. At the T-shaped route, find the nearby Gore Nest and Shield Charge it. Kill the Whiplash and the shield troops and fodder until the Cyberdemon leader loses morale protection. Defeat it for the health essence.
  16. Gold — Gore Nest descent, 5. After the Cyberdemon Gore Nest, check the left side beneath the ledge you descended from for five Gold. Collect it before fighting onward toward the second emitter’s lever.
  17. Spire of Nerathul and Gold, 5. Fight through the Arachnotron, armored Mancubus and Vagary to the second-emitter lever and pull it to drain the waterfall. From the lever, go left along the ruined wall to the green corpse beside the bridge. Drop onto the ledge on its side for five Gold and Spire of Nerathul. Recall-jump to the corpse to return.
  18. Gold — fallen-pillar crossing, 5. After pulling the second-emitter lever, go under the bridge to the drained waterfall ditch. Cross its fallen pillar and check the right-hand side for five Gold. Then drop into the ditch and destroy the Stasis Emitter. Your dragon brings you back to its landing spot.
  19. Ruby — blue-route circular tower. After the second emitter, kill the nearby Titan and fly through the blue-lit rim tunnel. Chase its fighter, destroy the tentacle and land. Fight uphill through the Tank, Whiplashes, Pinky Rider and Cyberdemon to the shrine. Enter the circular building on the shrine’s left and kill the Agaddon Hunter and Revenant. Focus on the Champion to stop the replacement Revenant, then take the Ruby.
  20. Gold and Life Sigil — blue-route lower tower, 13. After the circular Ruby room, drop to the larger tower across from the shrine. Enter its lower level, walking beneath the upper building, and gather thirteen Gold and the Life Sigil. Return to the stairs between this tower and the Ruby building to reach the lift objective.
  21. Gold — third-emitter arena, 15. Ride the lift beyond the blue-route shrine down. Kill the Arachnotron enforcer on the right and clear the enhanced Zombies and Vagary. Sweep the arena floor and its left and right edge stairs for all fifteen Gold before destroying the Stasis Emitter to the left of the demonic statue.
  22. Gold — final landing stairs, 25. Destroy all three emitters, remount, kill the giant Cacodemon and fly right to the next landing objective. Cross the bridge and turn left downstairs. Follow Gold groups of three, three, five, three and three along the lower route. Near the climbable-wall gap, kill the Whiplash and check right for eight more Gold before climbing.
  23. Revenant. After collecting the final landing route’s Gold, jump the gap and climb its wall. Go right into the tower and use its booster to reach the roof. Look over the railing for the lower collectible ledge, drop toward the armor-bearing ledge and jump across to the Revenant toy. Drop again to return to the tower booster.
  24. Demonic Essence — Ammo. Return to the tower roof after the Revenant toy and jump through its railing gap toward the Soldiers. Clear them and the Nightmare Imps, break the statue with Shield Charge and drop into the arena. Defeat its Hell Knight and Pinky Rider, armored Arachnotron and Mancubus, Agaddon Hunter, then Komodo Champion and Revenant leader. Kill that leader for the ammo essence. Both chapter leaders complete Heart Harvester.
  25. Ballistic Force Crossbow. After the final Revenant leader, follow the ramp objective and open the BFC gate. Fire the mounted crossbow at the Old One, then take the Ballistic Force Crossbow for Gimme That. Use the supplied bolts to clear the following waves. This weapon has a separate limited bolt supply; it does not replace one of the eleven mastery weapons.
  26. Gold — post-BFC hot gate, 16. Finish the BFC waves, drop into the water behind the last Mancubi and swim to the elevator. Ride up and clear the Whiplash and Arachnotron. Follow the armor ramp and kill the Battleknight. At the newly opened booster, turn back and look over the right ledge for the hot lock on the lower Gold gate. Break it and backtrack through that gate for sixteen Gold.
  27. Gold — suspended stone chest, 50. Return up the armor ramp after the post-BFC gate Gold. Look overhead for the large stone held by a chain with a hot segment. Break that segment with your shield to lower the stone. Reach the chest on it and take fifty Gold before continuing toward the next booster.
  28. Gold — upper tower final ledge, 16. Continue upward from the BFC tower’s first booster. Clear the Lost Souls, Arachnotron, Stalkers and high Mancubus, then use the next booster. On landing, go through the outside opening ahead and turn right for sixteen Gold. Return inside toward the Revenant, shield lines and cage-jump route.
  29. Serrat. After the last sixteen Gold, fight inside past the Revenant and shield lines. Use the booster onto the cages, jump from cage to cage and drop left to the armor-marked walkway. Follow the linear route and its last drop to the elevator objective. Take Serrat on the elevator’s right before riding back to the starting island.
  30. Heart Harvester. Kill both Spire of Nerathul leaders for fifty Gold. Complete the optional Gore Nest below the yellow-route shipwreck for the Cyberdemon’s health essence, then defeat the Revenant leader in the arena before the BFC for its ammo essence. The main route alone can bypass the Gore Nest; do it before destroying that area’s emitter.
  31. Master Blaster. Equip Auto Turret from Sentinel Command Station and damage demons with 250 of its rounds during Spire of Nerathul. Parry ranged green attacks in the opening Tank battle, optional mountain Wraithstone arena and later ground encounters. After receiving Heaven Splitter, switch back to Auto Turret. Finish its counter before the final skull switch for fifty Gold.
  32. Expert Stalker. Destroy two fleeing Hell Fighters in Spire of Nerathul for fifty Gold. Chase the one on departing the first emitter, the one in the yellow tunnel, the one after the Titan near the second emitter and the one in the blue tunnel. Boost while firing; tunnel fighters disappear at their far end. If a chase fails, reload that departure checkpoint or revisit through Chapter Select.

City of Ry’uul

Point of no return: Several ring launches, drops and water passages close earlier detours for this visit. Entering the final main portal ends the chapter; Chapter Select permits cleanup.

  1. Gold — first-ring bramble detour, 16. Swim through the opening passage and use the purple device to rise to the main portal. Pass the shrine toward the first Shield Charge Ring, but drop in front of it instead of launching. Break the right-hand brambles, advance and look back up for the green corpse. Recall-jump to it, jump left and ride the lift for sixteen Gold. Use the purple device to open the exit and activate the opposite booster.
  2. Ruby — portal-area booster. Complete the first-ring bramble detour and use its purple device to return near the shrine. Cross the starting portal chamber to the newly activated blue booster. Use it to reach the upper Ruby platform, then drop back toward the first ring.
  3. Gold and Life Sigil — second-ring lower ledge, 9. Use the first Shield Charge Ring and follow the forward passage to climb its wall. At the second ring, turn left and drop onto the Gold-bearing ledge instead of launching. Follow nine Gold to the Life Sigil, killing the floor tentacles. Return around the route to the ring.
  4. Gold — third-ring ledge, 5. Launch through the second ring and look left for the third. Before using it, drop over its adjacent ledge and follow the lower platform for five Gold. Climb back and use the ring to enter the Cosmic Baron arena.
  5. City of Ry’uul and Gold, 6. Clear the Cosmic Baron arena and solve its eye lock to open the portal. Enter, charge the gate and descend through the doorway to the Acolyte encounter. Kill the Acolytes and use the booster. At the codex gate, take the stairs on its left and turn right at the top. Drop to the six-Gold ledge and climb into the codex room. Its gate opens back to the stairs.
  6. Gold — codex-stairs corpse jump, 50. After City of Ry’uul, return up the stairs beside its gate. Continue toward the green corpse across the void and recall-jump to its high platform. Take the fifty-Gold chest and return toward the circular doorway beside the codex gate.
  7. Dreadmace. After the codex and chest detours, enter the circular doorway and swim through the suspended water passage. Take the Dreadmace in the arsenal chamber. Use its single, slowly replenishing charge and the room’s melee pickups against the Revenant, Mancubi, Stalkers and Battleknight to begin Face Cracker.
  8. Ruby and Gold — raised platform pool, 4. Leave the Dreadmace room by the circular gate, drop and turn right to the square platform. Throw into the blue Energy Node above the left gate to raise it and reveal the water underneath. Dive through the crusher passage for four Gold and surface in the Ruby room. The gate opens a return route to the platform.
  9. Demonic Essence — Health. Stand on the square platform and hit its blue node to rise. Climb right and align the Cosmic Eye with the portal across the room, then throw through the glowing frame. Return to the platform, raise it and jump into that water passage. Kill the Cacodemon and Vagary beyond it, then the Acolyte, Revenant and Agaddon Hunter leader. The leader gives the health essence.
  10. Gold — purple-lift water branch, 19. Complete the two-pillar block puzzle after the health arena and ride back to the Dreadmace room. Follow the next water objective to the purple lift device. Leave it inactive and swim through the water beyond it for three Gold. Take the right-hand branch for sixteen more, then return toward the device rather than the water portal back to the arsenal.
  11. Gold and Life Sigil — fireball water branch, 7. Before activating the purple lift beyond the Dreadmace room, swim left from the water fork opposite it. Pass both fireball-trap sections and follow seven Gold to the Life Sigil. Return through the water to the purple device.
  12. Gold — ambush corridor chest, 50. After finishing both water branches, activate the purple lift. Follow the corridor and kill the Whiplash and Mancubus ambush. Before charging the next gate, look over the ledge ahead and drop to its lower platform for the fifty-Gold chest. Climb back to continue.
  13. Gold — outside-ring climb, 6. Charge the gate beyond the ambush chest, use the booster, climb and recall-jump to the green corpse behind you. Pass the gate outside and launch through the next ring. Turn left and follow six Gold around the corner to the climbable wall.
  14. Gold — node-window platform, 3. Climb from the six-Gold outside path, turn back and jump across the gap. Follow the passage and take the left fork onto the climbable platform with three Gold. Go around its corner and throw through the left wall opening into the distant blue Energy Node to activate the route’s booster.
  15. Gold — upper ring landing, 4. Return from the node-window platform, use the activated booster and kill or parry the waiting Cacodemon. Launch through the ring tilted over the edge. Turn left on landing for four Gold and a BFC bolt, then defeat the Mancubus and Nightmare Imp Stalker that arrive behind you.
  16. Demonic Essence — Armor and Gold, 3. Climb from the upper ring landing but leave the objective doorway alone. Go to the opposite edge and drop to the three-Gold platform. Use its ring to reach the Gore Nest and Megasphere. Take supplies before charging the nest, which drops you into its battle. Defeat the Whiplash, Cacodemon, Stalker, first Battleknight, Lost Souls and Cosmic Baron, then the final Battleknight leader for the armor essence. Use the return ring and climb back to the objective doorway.
  17. Agaddon Hunter. After the optional Gore Nest, use its return ring, climb and enter the objective doorway to the starting portal area. Immediately turn right and Shield Charge the brambles for the Agaddon Hunter toy. Climb back to the eye-lock platform. This toy’s name is retained as distinct from the Champion encounter label.
  18. Wraithstone — final Cosmic Eye. Return through the upper objective doorway after the Gore Nest. Take the Wraithstone to the left of the final Cosmic Eye device, opposite the Agaddon Hunter brambles. Finish both pickups before aligning the eye lock, dropping to the main portal battle and leaving the chapter.
  19. Heads Up. Parry three Cacodemon green projectiles in City of Ry’uul for fifty Gold. Try the health-essence arena’s Cacodemon, the lone one above the outside booster and the optional Gore Nest or final portal arena. Keep distance while it fires its blue spreads and wait for the faster green follow-up. A single surviving Cacodemon can supply all three parries.
  20. Face Cracker. Acquire the Dreadmace through the suspended water passage, then damage twenty-five demons with it during this chapter. Hit clustered fodder to catch multiple targets in its impact and use the arsenal room’s melee pickups before moving on. Its charge replenishes slowly, so leave fodder alive for later swings. The reward is Super Shotgun — Reverent; finish before the final portal.
  21. Torrent. Equip Heaven Splitter, received in Spire of Nerathul. On three occasions in City of Ry’uul, stun at least eight demons with one storm triggered by a ranged green parry. Buy its Megaburst upgrade at the opening shrine if you can, then gather shield lines and fodder near a green-projectile caster in a large arena. Check the counter after each storm and finish before the final portal for fifty Gold.

The Kar’Thul Marshes

Point of no return: The central relic-assembly elevator ends the open-marsh sweep for this visit. The last portal ends the chapter. Chapter Select permits recovery.

  1. The Witch and Gold, 8. From the portal arrival, go right and jump to the small armor-covered island. Look left into the cave for its blue Energy Node. Note the gate around the starting island’s right corner, then throw into the node. Leave your shield deployed and return past the spawning demons through that gate for eight Gold and The Witch. Recall your shield afterward.
  2. Gold — right-island hill, 7. Return across the armor island and jump farther right to the Whiplash-and-Arachnotron area. Clear the Hell Knights as well, then climb its left-hand slope for seven Gold. Drop back toward the large tentacle and strange gate at the map’s right edge.
  3. Gold — looping corridor chest, 50. On the right side of the marsh, kill the giant tentacle and enter the gate leading toward the chest marker. Follow the looping corridor around a full circuit, then turn back. The fifty-Gold chest appears along the return route. Take it and use the portal beyond it to leave.
  4. Gold — node-locked ledge, 20. From the looping corridor’s exit, continue beyond the defeated giant tentacle and climb the four-Gold wall toward a closed gate. Leave it and circle left around the same rock formation to get a clear view of its blue Energy Node. Throw into it, return to the wall and take the four Gold, two eight-Gold piles and BFC bolt beyond the now-open gate.
  5. Demonic Essence — Ammo and first relic fragment. From the node-locked Gold ledge, drop and climb the hill on the right to the first relic arena. Kill its Cyberdemon, Arachnotron, Stalkers, Whiplash and Pinky Rider to expose the Mancubus leader, watching for the reinforcing Cosmic Baron. Defeat the leader for the ammo essence, then interact with the objective orb for the first relic fragment.
  6. Gold and Life Sigil — first relic bridge, 5. After taking the first relic, turn back and explore the right side near the Megasphere. Jump toward the black-strand bridge and lower platform bearing five Gold and a Life Sigil. Gather them before dropping to the small battlefield below.
  7. Gold — small battlefield, 8. Drop from the first-relic Sigil platform and clear the fodder. Take eight Gold on the ground, then kill the Whiplash, Arachnotron and Nightmare Imp Stalker that arrive. Continue up the left slope toward the central shrine loop.
  8. Gold — shrine return gate, 5. From the small battlefield, climb its left slope, turn right and climb the wall near the round podium. Take five Gold in front of the closed bramble gate, then Shield Charge the gate to return to the starting shrine.
  9. Five wolf locks, Wraithstone and Gold, 22. Break every hot wolf with a Shield Throw. One stands beyond the starting shrine’s left route; drop behind it for six Gold. Another is below the cliff near the Battle Knight toy, beside an eight-Gold pile. From there, climb and follow five Gold north into the Wraithstone cave; take three Gold inside and break its tunnel wolf. The remaining two stand beside the route to the rotating-room dungeon: one below the cliff near the blue health pickups and giant tentacle, and one reached by following the right-hand path outside that dungeon. Return to the cave’s five-wolf pedestal for the Wraithstone once all five locks are broken.
  10. Ruby — looping-water eye dungeon. At the wolf beyond the shrine’s left route, drop behind it and enter the doorway below. Approaching the Ruby teleports you into a puzzle room. Dive through the central pool until you fall onto the upper platform, then break the hot lock beyond the sealed gate. Drop to the dry floor and align the Cosmic Eye frame with the lock you freed. Throw through the glowing frame to open the upper gate. Dive through the pool again, land above and jump into the Ruby room. Use its portal to return to the marsh.
  11. Battle Knight. On the starting shrine’s left side, clear the shield line, Revenant and high Mancubus. Climb onto the Mancubus’s platform and stand on its pressure plate. Throw your shield at the hot chain exposed behind the opposite gate while the plate is pressed. This opens the toy room below, just right of that chain. Drop and take Battle Knight, then defeat the Battleknight that appears.
  12. Demonic Essence — Armor and second relic fragment. Leave the Wraithstone cave and approach the second relic arena. Kill the unshielded Acolyte first to remove its partner’s protection, then kill both and the Cacodemon. Defeat the Agaddon Hunter leader for the armor essence. Take the second relic from the objective orb and finish the remaining marsh detours before using the central exit lift.
  13. Gold — rotating-dungeon outer path, 8. After the second relic, take the outer route toward the rotating-room dungeon, clearing its giant tentacles. Collect eight Gold beside the path near the blue health pickups and the cliff wolf. Continue toward the dungeon gate only after checking that wolf lock.
  14. Gold — rotating-dungeon approach, 5. From the cliff wolf and health pickups, follow the route toward the large strange gate. Take the five Gold directly in front of it, then enter the rotating-room puzzle.
  15. Gold — rotating-room chest, 50. Enter the strange gate beyond the second relic’s outer path. Throw into the blue Energy Node to rotate the water onto either side of the room. Swim up to its highest ledge and drop onto the central fixed block. From there, hit the node to rotate the room until the gate no longer covers the green corpse opposite it. Recall-jump to that corpse for the fifty-Gold chest. Use the portal to return outside and finish the nearby final wolf.
  16. Hunter. Destroy all five hot wolf locks in the marsh for the chapter’s weapon skin. Check the shrine’s left route, the cliff near Battle Knight, the Wraithstone cave’s side tunnel and both ends of the rotating-dungeon outer path. Return to the five-wolf cave pedestal for its Wraithstone afterward. Finish this before taking the central relic-assembly lift. You earn Cycler — Reverent when the counter completes.
  17. Roundup. Use one BFC bolt to kill at least twenty demons in the marsh for one hundred Gold. In either relic arena or the final portal battle, leave the shield line and fodder alive while gathering more Zombies and Imps near them. Shield against incoming attacks as the group forms, then fire into the dense cluster. You obtained the BFC in Spire of Nerathul; preserve a bolt or collect one from the node-locked Gold ledge. Finish before the last portal.

Temple of Lomarith

Point of no return: The portals and ring launches divide the chapter into sections. Activating the final temple objective ends the last sweep. Chapter Select permits recovery.

  1. Gold — opening lower platform, 16. Clear the first Hell Knights and shield line, go right and drop from the large ledge. Follow the main path to its next drop, then turn around immediately. Walk behind the platform you just left for sixteen Gold before continuing toward the first portal arena.
  2. Ruby and Gold — first-portal bridge, 6. Clear the arena outside the first green portal, including its Acolytes and enhanced Mancubus. Leave the portal alone and turn right up the slope, right onto the ledge and right again toward the green corpse overhead. Recall-jump to the high bridge for six Gold. Kill its Mancubus and take the Ruby before returning to the portal.
  3. Temple of Lomarith. Enter the first green portal and swim toward the armor pickups marking a submerged shipwreck. Swim inside but turn right before reaching the far exit. Follow that side section for Temple of Lomarith and the first Water Logged secret. Return to the armor route and swim through the wreck to the next portal.
  4. Gold and Life Sigil — lantern water hole, 6. After the first submerged wreck, leave its portal and defeat the Cosmic Baron near the shrine. Continue past the shrine and drop into the water. Turn right and find the lantern on the bottom, then swim through the hole on its left. Surface for six Gold and a Life Sigil, defeat the Komodo Champion and return to the main water route. This is the second Water Logged secret.
  5. Demonic Essence — Ammo, portal arena. Swim on from the lantern secret and surface in the large gate arena. Kill the other Pinky Rider, Arachnotron, Hell Knights, Mancubus, Revenant and Vagary until the Pinky Rider leader loses protection. Deal with its Cacodemon, Hell Knight and Arachnotron reinforcements, then kill the leader for the first ammo essence.
  6. Gold — portal-arena weak wall, 50. After killing the Pinky Rider leader, face the main gate from its smaller arena side with the shrine at the top of your map. Look right for the weak cliff wall near the objective. Break it and take the fifty-Gold chest. Return outside for the gate’s eye-lock puzzle.
  7. Gold — gate-puzzle water branch, 16. From the chest cave, leave left, follow the cliff and turn left to climb uphill. Break the right-hand boards into the ship and drop beside its gated crate. Enter the nearby water portal and turn left for two eight-Gold piles behind the seaweed. Swim upward to the far exit to reach the crate’s hot suspension lock.
  8. Cacodemon Hybrid. Solve the gate’s crate-and-eye puzzle and enter the main portal. Kill the Pinky Rider beyond it and climb its wall into the overturned ship. Clear the Imps, Stalkers and Cacodemon. Near the ship entrance, circle the block carrying a cage and Shield Charge it toward the entrance. Leave by that entrance and drop to the eye frame near the portal. Align it with the cage’s eye lock and throw through it. Return to the opened cage for Cacodemon Hybrid.
  9. Gold — wreck outside corner, 8. After the Cacodemon Hybrid, cross the ship’s gap and break the objective wall at the far end. Outside, leave the uphill health route alone and go slightly right around the corner for eight Gold. Return uphill to the next Shield Charge Ring.
  10. Gold and optional Gore Nest, 6. Launch through the ring beyond the toy ship and defeat the Acolytes, Whiplash and Stone Imps. Before using the next ring, turn left and break the wall into another wreck. Take six Gold inside, then gather supplies before Shield Charging its demonic Gore Nest to begin the optional ammo encounter.
  11. Demonic Essence — Ammo, wreck Gore Nest. Destroy the optional Gore Nest in the wreck before the second ring. Kill the Hell Knight that opens the outside shortcut, then the Stalkers, Arachnotron, Battleknight, Whiplash and Imps. Clear the Cyberdemon and Stone Imps, then the two Whiplashes and enhanced Revenant leader. Defeat that leader for the second ammo essence. Use the activated outside boosters to return to the second ring.
  12. Gold — second-ring ship corner, 8. Return from the Gore Nest encounter and launch through the previously skipped ring. Turn right on landing and go around the ship’s corner for eight Gold. Hit the nearby blue Energy Node to bring the next ship close, killing the Lost Souls while your shield is deployed.
  13. Rocket Launcher — Nightmare. Reach the final land area after the next submerged wreck and defeat its two Vagaries. From the dormant portal, follow the left edge toward the temple to find another water portal. Swim down and drop into the giant tentacle chamber. Parry and kill it, use the revealed booster and swim up toward the Rocket Launcher skin. This is the third Water Logged secret. Exit through the gate behind the skin.
  14. Gold — final wreck eye gate, 53. From the skin’s exit ridge, turn left and enter the next shipwreck. Break the right-hand wall for three Gold and a Cosmic Eye frame. Align the frame with the upper gate’s eye lock and throw through it. Enter that gate for the fifty-Gold chest.
  15. Gold — Blue Sphere wall, 8. Leave the final wreck’s chest gate and take the route past the Blue Sphere. Collecting the sphere spawns tentacles, so be ready if you use it. Continue to the climbable wall and scale it for eight Gold. The left-hand ship leads to the shrine and Secret Key door.
  16. Gold — shrine barrels, 4. Enter the left-hand ship after the Blue Sphere wall Gold. At its shrine, turn right and drop into the wreck. Break the barrels and crates for four Gold, then climb back toward the shrine. Remember the purple-key door on its left.
  17. Wraithstone — changing ship maze. Leave the shrine ship along its deck, jump the gap and break into the next wreck. Round the right corner and break another wall. Explore until the path ends, then turn back to reveal a changed corridor; repeat until the Life Sigil appears. Approach it to trigger successive Hell Knight waves. Kill them all, using the provided melee charges and your area attacks. Drop when the floor opens, break the wall below and take the Wraithstone in the right-hand room. Exit the ship to the temple stairs.
  18. Secret Key and Gold, 5. From the changing-maze ship exit, turn left upstairs toward the temple. At the top, leave the right objective alone and take the left ramp onto the ship deck. Collect five Gold and approach the gate for the Secret Key; it opens when you reach it. Kill the Stone Imps and armored Arachnotron that spawn afterward.
  19. Gold — temple-stairs side ledge, 8. After the Secret Key, return halfway down the temple stairs. Jump sideways onto the ledge running around the adjacent structure and follow it for eight Gold. Return toward the shrine ship rather than entering the temple objective.
  20. Ruby — shrine Secret Key room. With the key from the upper ship deck, return to the shrine in the earlier wreck. Open the purple-key door on its left for the second Ruby. Kill the Acolyte, Revenant and armored Mancubus that appear outside afterward, then return to the temple stairs. Taking both Rubies and the changing-maze Wraithstone completes Swashbuckler.
  21. Swashbuckler. Collect both Rubies and the Wraithstone in Temple of Lomarith for fifty Gold. Take the corpse-jump Ruby before the first portal, the Wraithstone in the changing ship maze and the Secret Key Ruby beside the final shrine. Finish all three before activating the temple objective.
  22. Water Logged. Discover all three underwater secrets in this chapter: the right branch inside the first submerged wreck for the codex, the hole left of the bottom lantern beyond the Cosmic Baron shrine for the Sigil and Gold, and the final area’s left water portal for the tentacle and Rocket Launcher skin. Complete them before activating the temple objective. You earn Chainshot — Reverent when the counter completes.

Belly of the Beast

Point of no return: Destroying the third artery starts the organ escape. Reaching Thira ends the chapter. Chapter Select permits another run through the beast.

  1. Demonic Essence — Armor. Kill the opening Hell Knight and Nightmare Imp, then Shield Charge through the crusher when its far target becomes visible. In the organ arena, defeat the Battleknight, high Mancubus and Arachnotron enforcers and their support, then the Cosmic Baron, Cacodemon, Hell Knights and Acolytes. The Acolyte leader gives the armor essence. Continue toward the first artery objective.
  2. Gold — first artery alcove, 50. Clear the first organ arena and destroy the first green artery node. Check the newly exposed chest alcove beside that artery for fifty Gold before entering the next objective passage.
  3. Gold and Life Sigil — first-room corpse tunnel, 6. Leave the first artery’s chest alcove and look toward the Life Sigil above the main room. Pass between the two organic columns below-left of it and look up for the green corpse in the wall opening. Recall-jump into that opening, follow six Gold through the tunnel and climb to the Sigil. Drop back to the organ room.
  4. Gold — flesh-block chamber, 21. Open the next objective passage with the blue node and drop through it. Kill the fodder and Hell Knight, then enter the chamber with four chargeable flesh blocks. Charge each block and clear its spawned demons. The two Gold alcoves contain five and sixteen respectively; the sixteen-Gold alcove summons a Cosmic Baron. Gather all twenty-one before climbing out.
  5. Ruby — upper flesh tube. In the four-block chamber, find the blue node beside the overhead green corpse opposite your entry. Embed your shield to depress the block, recall it and quickly recall-jump to the corpse while the ledge remains exposed. Turn right and climb the wall, then turn back and jump into the fleshy tube. Follow it down to the Ruby. Drop back to the block chamber and repeat the jump to continue.
  6. Gold — second artery corpse chest, 50. Climb out of the flesh-block chamber and kill the Agaddon Hunter, Revenant and Stalker in the next room. At the second artery, look past the objective toward the green corpse across the gap. Recall-jump over for the fifty-Gold chest and return to destroy the artery node. A booster now reconnects this room to the first organ arena.
  7. Commander Thira. After the second artery, return to the first room’s shrine and break the newly available wall on its left. Clear the acid corridor’s Mancubi, Cyberdemon, spiders and shield troops, then the uphill Whiplash, Cosmic Baron and enhanced Mancubus. Kill the final Vagary and Revenant. Before destroying the third artery, go opposite it toward the acid opening for Commander Thira.
  8. Komodo and stomach Gold, 7. Take Commander Thira at the acid opening opposite the third artery and drop through the opening beyond it. Sidestep right and throw at the blue Energy Node to expose the seven-Gold tunnel. Follow it and drop into the stomach arena. Defeat the enhanced armored Mancubus, Hell Knight and Whiplash, two Revenants and final Cyberdemon, using the fodder between waves for ammo. Take Komodo and use its portal to return. Clearing this encounter completes Swallowed Whole.
  9. Gold and Life Sigil — crusher tunnel, 14. After the stomach portal, follow the outer wall around the acid to the nearby room opening. Inside, look up for the blue Energy Node above the fast crusher tunnel. Leave your shield embedded to stop the crushers, run through for fourteen Gold and climb the far wall to the Life Sigil. Charge the next wall to return toward the third artery.
  10. Gold — third artery exit, 5. Destroy the third green artery node after finishing the codex, stomach and crusher detours. Enter the opening on its left and collect five Gold along the bridge. Continue toward the green corpse jump and exposed organ to begin the escape sequence.
  11. Swallowed Whole. Complete the optional stomach encounter before destroying the third artery for one hundred Gold. Drop beyond Commander Thira, hit the blue node and follow seven Gold into the pit. Defeat all four enhanced waves, ending with the Cyberdemon, then take Komodo and use the portal out.
  12. Toe-To-Toe. Parry Cosmic Baron attacks ten times during Belly of the Beast. Use the first organ arena’s Baron, the one behind a flesh block or the later acid-corridor and temple Barons. Keep one alive and parry its green arm strikes repeatedly rather than spending damage immediately. Finish before reaching Thira at the chapter’s end. You earn Grenade Launcher — Reverent when the counter completes.

Harbor of Souls

Point of no return: The later ledges and barge transition close earlier sections for this visit. Taking the helm elevator ends the mission. Chapter Select permits pickup and challenge cleanup.

  1. Gold — first shrine, 5. Clear the opening Berserk fight and solve the block-and-crusher puzzle to flood the cistern. Swim upward and leave the water. Go down the objective stairs but turn right before continuing for five Gold in front of the shrine.
  2. Gold — fireball corridor cubby, 3. From the first shrine, recall-jump across the gap, kill the Revenant and descend past the fire traps into the first arena. Clear it and enter the cathedral’s round room. Kill its Arachnotron enforcer, enter the objective corridor and break the three hot spikes. Block the fireballs and use the first side cubby for three Gold.
  3. Gold — first fireball upper ledge, 16. Reach the end of the first fireball corridor and climb left to kill the Arachnotron and Hell Knight. Look back over that corridor for the ledge above its entrance. Jump and climb to both eight-Gold piles. Return toward the booster leading to the Cyberdemon.
  4. Gold — Cyberdemon lower walkway, 4. Use the booster beyond the first fireball corridor and kill the Cyberdemon and Battleknight. Drop to the walkway on the left of your landing spot. Take four Gold along its right branch before using the lever at its end.
  5. Gold and Life Sigil — lever crusher, 6. Pull the lever at the end of the Cyberdemon’s lower walkway. Kill the Battleknight, Nightmare Imp Stalker and fodder in the left hallway. Ride the activated crusher upward, jump to the three-Gold ledge and jump across again for three more Gold and a Life Sigil. Its gate returns you to the Cyberdemon platform.
  6. Gold — second fireball side hall, 8. Climb from the Cyberdemon platform and block through the shorter second fireball corridor. Break the left spikes, climb and defeat both enhanced Whiplashes and their Chaingunner enforcer. Enter the left hallway, then turn right twice in its next room for eight Gold at the dead end.
  7. Ruby — crusher pressure plate. Return from the eight-Gold side hall and descend to the moving crusher. Ride it up and jump right to the pressure-plate ledge. Kill the ambushing Stone Imp, keep the plate pressed and throw into the blue Energy Node exposed behind the opposite grate. Enter the newly opened lower gate for the Ruby.
  8. Gold — lower encounter approach, 3. From the Ruby room, take the left stairs down past the fodder and Nightmare Imps. At the lower booster, take the left path upstairs and turn right under the overhang for three Gold. Use the next booster to reach the higher encounter.
  9. Gold — Revenant bridge, 4. Clear the higher encounter reached from the Ruby hub, including its Cacodemon, Mancubus and Revenant across the bridge. Take four Gold near the Revenant before crossing toward the objective doorway. Do the lower chest and codex branches before entering that doorway.
  10. Gold — lower Battleknight chest, 50. From the objective doorway near the defeated Revenant, look right and down for two doorways. Drop to the lower one and follow its barrel-lined corridor for the fifty-Gold chest. Turn back and defeat the two Battleknights, using the barrels as they approach. The opening gates return you to the lower booster.
  11. Harbor of Souls and Gold, 8. Return to the objective doorway beyond the Revenant bridge. Look left of it and drop toward the eight-Gold pile. Jump across the nearby gaps for Harbor of Souls, then return toward the doorway leading to the Blue Skull.
  12. Gold — Blue Skull approach, 5. Follow the objective corridor outside toward the Blue Skull. Before taking the skull, turn left and drop to the Megasphere ledge for five Gold. Climb back and collect the Blue Skull, then drop behind it to revisit the first arena.
  13. Acolyte and Gold, 5. Take the Blue Skull, drop behind it into the earlier Vagary arena and climb toward its Blue Skull gate. Open that gate for five Gold and Acolyte. Return to the cathedral to trigger the Cosmic Baron, Pinky Riders and Komodo leader encounter.
  14. Demonic Essence — Health. After taking the Blue Skull and Acolyte, return to the cathedral. Defeat the Cosmic Baron, both Pinky Riders and Komodo leader for the health essence. Enter the round room and use the Blue Skull on its central lift to reach the next section.
  15. Gold and Life Sigil — giant skull booster, 5. Ride the Blue Skull lift and clear the next battle’s Mancubus, Revenants, Zombies, Nightmare Imp and Pinky Rider. Go left of the giant skull, follow five Gold and drop to the lower walkway. Turn right and use its booster to fly through the skull to the Life Sigil.
  16. Gold — graveyard weak wall, 8. Complete the second Berserk ambush and use its reactivated booster to the shrine. Follow the right gate’s drops into the graveyard and clear the Whiplashes, Mancubus, Stalkers and Stone Imps. At the Red Skull gate, turn right up the headstone slope. Break the wall for eight Gold, then return uphill toward the circular staircase.
  17. Wraithstone — circular-stair lift. From the graveyard Gold wall, climb left, turn right and jump to the wall across the gap. Clear both Revenants and their shield troops in the circular stair room. Break the wall beneath the stairs to expose a blue node. Throw into it from near the opening, then quickly step onto the central lift. Ride up and jump for the Wraithstone, ignoring the spiders until you take it. Recall your shield and drop to kill them.
  18. Gold — Red Skull high branch, 17. From the circular stair room, recall-jump across the gap and follow the corridor toward the Red Skull. Before the skull, take the left uphill branch for eight Gold. Jump the gap and climb, then turn right for nine Gold leading toward the small island with a BFC bolt. Drop back and take the Red Skull.
  19. Gold — Red Skull lower circuit, 23. Use the Red Skull at the graveyard gate after killing its Cyberdemon and Cacodemon. Descend right through the Lost Souls and distant Mancubi to the statue platform. Kill the high Mancubi, then take the right stairs for ten Gold, continue to the two Lost Souls for eight and jump left to the next walkway for five. Follow that walkway to the Cacodemon and green corpse.
  20. Gold — corpse-jump chest, 50. At the end of the Red Skull lower Gold circuit, defeat the Cacodemon and recall-jump to the green corpse overhead. Turn right, climb and open the fifty-Gold chest. Continue to the former Mancubus ledge, climb past the Whiplashes and Pinky Rider and drop toward the earlier hub’s Red Skull gate.
  21. Demonic Essence — Ammo. Use the Red Skull gate in the earlier Ruby hub and descend past the shrine to board the barge. Climb and drop into its leader arena. Take the Berserk pickup on the left, clear its Hell Knights, Arachnotrons, Mancubi, Whiplashes and Cacodemon and kill the reinforcing Komodo to expose the Pinky Rider leader. Defeat it for the ammo essence, then enter the ship.
  22. Gold — first piston chamber, 8. Inside the barge, kill the Soldiers, Stalkers and high Mancubi. At the piston nearest the entrance, wait until it descends below floor level. Jump toward the lower opening and climb into the formerly gated eight-Gold room. Return to the main deck afterward.
  23. Gold — second piston upper ledge, 16. Continue deeper into the barge after the first piston Gold. Ride the second moving piston to its highest point and jump sideways onto the upper walkway for sixteen Gold. Return toward the third piston.
  24. Life Sigil — third piston lower ledge. Ride the barge’s third piston downward. At the bottom, jump toward the far ledge for a Life Sigil. You can see the last chest through a grate here, but its entry is above. Return to the piston and ride upward to continue.
  25. Gold — broken-floor wall chest, 50. Ride the third piston up and leave on the far side. Clear the Nightmare Imps and Arachnotron, pass the moveable crate and look back through the broken floor. Before moving the crate, charge the weak wall below it. Follow the side room to the fifty-Gold chest, blocking its fireballs. This is the third Dragon Hoard chest. Climb and charge through the return door afterward.
  26. Hell Priests. After the last chest, return behind the moveable crate and Shield Charge it across the hall. Climb the crate, cages and left wall to the ship’s far chamber. Before taking the helm elevator, go right through the side hallway for Hell Priests. Return to the lift to finish the chapter.
  27. Berserker. Kill seventy-five demons under Berserk during Harbor of Souls for a Ruby. Take the opening cistern’s red powerup, the one revealed when the middle booster vanishes and the barge arena’s pickup on the left. Prioritize shield lines and fodder before killing each encounter’s last major enemy. If the total is short, replay the opening chapter section; challenge progress carries between attempts. This chapter challenge is separate from the achievement for upgrading melee weapons.
  28. Dragon Hoard. Open all three fifty-Gold chests in Harbor of Souls: the lower Battleknight corridor below the Revenant objective doorway, the corpse-jump platform on the Red Skull lower circuit and the barge room behind the broken-floor weak wall. Complete them before taking the helm lift for fifty bonus Gold.
  29. Executioner. Execute twenty-five demons during Harbor of Souls for fifty Gold. Use brief Shredder or Cycler bursts to weaken larger demons without killing them, then approach while they glow purple and use Execution. The opening and middle Berserk encounters provide repeated Hell Knights; Stalkers in later waves add more opportunities. Finish before the helm lift or replay the opening section to complete the persistent counter.

Resurrection

Point of no return: Mounting the dragon closes the open battlefield for this visit. The sole fighter chase must be retried at its flight checkpoint if it escapes. Kreed’s defeat ends the mission; Chapter Select permits another run.

  1. Demonic Essence — Health. Follow the blood stream from the opening woods to the lake scene, then pass the shrine and drop into the first siege-tower arena. Kill its Pinky Rider, Revenants, enhanced Mancubus, high Mancubus, Hell Knight and Cyberdemon support to expose the Revenant leader. Defeat that leader for the final health essence. If you collected the earlier ten, this unlocks Essential Health.
  2. Gold — western slope and siege approach, 13. From the first leader arena, take the left-hand route from your entry side into the marshy battlefield. Follow six Gold uphill past the Tanks and shield troops, then continue along the objective branch for seven Gold before the hot spikes leading toward the southwestern siege encounter.
  3. Demonic Essence — Ammo. Follow the southwestern siege objective past its hot spikes and uphill toward the life pickups, then drop into the arena. Kill the Mancubus, Tank, Battleknight, Arachnotron, Stalkers and Cacodemon. Defeat the Komodo leader and its Pinky Rider support for the ammo essence. Before mounting the dragon, finish the Yellow Key and battlefield cleanup.
  4. Yellow Key and Gold, 8. After the Komodo siege arena, follow its southwestern slope toward the wooden scaffold. Take eight Gold along the approach and collect the Yellow Key. Drop from the scaffold toward its nearby Yellow Key gate.
  5. Cosmic Baron and Resurrection. With the Yellow Key from the siege-arena scaffold, drop from that ledge and open the Yellow Key gate on the right. Take Cosmic Baron and Resurrection from the same secret room. Return toward the cleared siege arena for the high Gold and wolf-lock route.
  6. Gold — siege-arena upper return, 13. Cross the cleared Komodo siege arena and climb the wall on its far side. Take eight Gold on the right and five along the path into the cave. Break the cave’s hot lock for a return gate to the cultist and Wraithstone rooms.
  7. Wraithstone, four wolves and cultist-room Gold, 15. Enter the hot-lock cave from the siege arena’s high return path. Kill its cultist circle, take eight Gold and break the wolf behind the cultists. Enter the connected Wraithstone room to register its secret. Leave by the other exit and destroy the nearby artillery cannon; break the wolf above-left of it. Turn back and take the downhill trench branch for its wolf. At the trench’s end, turn right uphill along seven Gold and break the last wolf beside that route. Return to the four-wolf statue chamber for the Wraithstone.
  8. Life Sigil — Wraithstone cave branch. From the Wraithstone chamber’s outer exit, take the immediate narrow left-hand path downhill to the Life Sigil. Return uphill toward the nearby artillery battlefield.
  9. Gold — wolf-side artillery cannon, 8. Outside the Wraithstone cave, destroy the artillery cannon guarded by the enhanced spiders and Mancubus enforcer. Shield Charge the cannon for eight Gold. Its ledge’s hot wolf is part of the four-wolf Wraithstone puzzle.
  10. Gold — trench-end return pile, 8. From the seven-Gold last-wolf slope, return downhill and follow the right-hand path toward the earlier siege arena. Take eight Gold at the path’s end before returning toward the arch and other artillery tower.
  11. Gold — elevated Yellow Key chest, 50. With the Yellow Key, go to the artillery hill beside the optional Ruby Gore Nest. Follow the uphill path under the small arch and climb the wall on the right side of the approach. Open the Yellow Key gate on the upper ledge for the fifty-Gold chest. Return toward the cannon beside it.
  12. Ravager — Nightmare and cannon-pit Gold, 5. Shield Charge the artillery cannon beside the elevated Yellow Key chest. Drop into the hole it reveals and turn back for five Gold. Follow the opposite cave direction, kill the Hell Knights and check the weak-wall Sigil if needed. At the far end, take Ravager — Nightmare on the left before using the booster on the right. Charge its wall to return outside.
  13. Gold — artillery roof and cultist cave, 14. Climb back to the cannon-pit ledge, then scale the wall behind it for eight Gold. Drop from its outer edge onto the six-Gold path and follow it into the cultist cave. Kill the circle before continuing through its branches.
  14. Gold — cultist-cave upper ledge, 5. In the cave reached along six Gold from the artillery roof, climb the right wall for five Gold overlooking the optional Ruby arena. Drop back and take the other passage toward the central shrine and well.
  15. Ruby — optional Gore Nest. At the western uphill fork near the ruined windmill, go toward the Gore Nest beside the artillery hill and shielded Ruby. Shield Charge the nest and defeat the Agaddon Hunter and the large demon supporting it, along with the fodder. Kill the entire encounter to release the Ruby barrier. Finish it before leaving the battlefield on your dragon.
  16. Maykr Drone, well cultists and Gold, 50. Near the northern shrine area, use the switch beside the grated well and drop to its bottom. Climb once and hit the high blue node through its opening to raise the first gate. Enter, turn right for Maykr Drone, then return and break the side wall. Use the next switch to raise the second node. Return to the central wall, climb and hit that node. Enter its gate and turn the valve to flood the well. Swim up and climb the floating chest cage, then jump to the only open doorway. Kill the cultists and use their rear switch to open the cage. Take the fifty-Gold chest and climb the exit walls, breaking the hot lock at the top.
  17. Gold — central shrine hill and path, 19. After climbing out of the secret well, follow the route opposite its switch and take the right corridor. Leave by its left branch onto the hill above the shrine for six Gold and an eight-Gold pile. Drop to the shrine and take five Gold on its approach.
  18. Gold — eastern arena artillery, 8. From the central shrine, take the route toward the eastern non-leader encounter beside the objective fork. Clear its shield lines, Arachnotron, Mancubus, Revenant, Cyberdemon and Komodo. A Berserk pickup on the northern approach helps. Shield Charge the artillery cannon in the arena’s center for eight Gold.
  19. Blue Key and flooded-room Gold, 74. From the eastern artillery cannon, enter the spike-lined cliff tunnel and break the spikes. Drop into the survivor room and dive left along five Gold to its switch. Return above water and hit the blue node behind the right gate, then swim under the raised gates for ten Gold. Drop into the fireball room, turn back and break the wall. Enter right for six Gold and turn the valve. Swim back into the flooded main room, reach the corner platform for three Gold and climb to the corpse’s Blue Key. Climb again for the fifty-Gold chest.
  20. Ruby and Gold — eastern Blue Key gate, 12. With the Blue Key, return to the southeastern gate beside the eastern artillery arena. Open it and follow the right stairs for eight Gold, then the upper stairs for four Gold and the Ruby. Drop carefully from the right side afterward, avoiding the next leader encounter until the adjacent caves are explored.
  21. Gold — crusher cave, 25. Drop right from the eastern Blue Key Ruby and take five Gold leading into the cave behind you. Drop beside its moving crushers and break the weak wall below for sixteen Gold. Ride a crusher upward and jump to the four-Gold ledge. Return through the cave toward the earlier chest-and-Gore Nest room.
  22. Gold — opening spike-cave approach, 7. From the first Revenant leader’s battlefield, take the opposite branch from the western marsh slope toward the red spikes and chest cave. Follow seven Gold along that approach, break the spikes and enter the Gore Nest cave. This is separate from the western objective approach and the seven-Gold last-wolf slope.
  23. Gold — spike-tunnel Gore Nest chest, 50. From the opening leader battlefield, take the seven-Gold spike path into the first cave and charge its Gore Nest. Kill the Vagary, both Cosmic Barons and energy shield lines to release the fifty-Gold chest. This cave also connects the later crusher route and the black-tree Blue Key cleanup.
  24. Gold — black-tree weak wall, 8. From the spike-tunnel chest, take the exit toward the black-tree outdoor area rather than the red-spike entrance. At the first tree, turn left and break the weak wall for eight Gold. Return toward the nearby Blue Key gate.
  25. Ruby — black-tree Blue Key room. With the Blue Key, continue a few steps beyond the black-tree weak wall and open the blue gate on the left. Approach the Ruby to begin its ambush. Kill the two Whiplashes and Mancubus to remove the barrier, then take the Ruby. Climb out through the other blue gate toward the opening leader battlefield.
  26. Demonic Essence — Armor. Enter the remaining ruined-village siege arena after finishing the adjacent Blue Key and cave detours. Kill its Revenants, Hell Knight and Cacodemon, followed by the Arachnotron, Cosmic Baron and Mancubi. Defeat the Acolyte leader for the final armor essence. If you collected the earlier eight, this unlocks Essential Armor. Continue to the battlefield checkpoint before leaving.
  27. Commander Valen. Finish the open battlefield’s eleven secrets and all resources before mounting the dragon at the central shrine. Fly through the spike cavern, destroy the tentacle and chase the one Hell Fighter for Master Hunter. Destroy Kreed’s ship guns and land. Immediately turn around before entering its door and take Commander Valen behind the landing pad. This is the final chapter secret.
  28. Cannon Crusher. Destroy all three artillery cannons in Resurrection for fifty Gold. Find the one beside the optional Ruby Gore Nest and elevated Yellow Key gate, the one in the eastern encounter beside the Blue Key tunnel and the one outside the wolf-and-Wraithstone caves. Shield Charge each. The cannon near the Yellow Key gate reveals a skin dungeon; the other two each drop eight Gold. Finish before mounting your dragon.
  29. Extreme Prejudice. Kill all three Resurrection cultist circles for Rocket Launcher — Reverent. Clear the circle in the hot-lock room connected to the Wraithstone cave, the one reached below the cannon-pit roof along six Gold and the one in the flooded well above Maykr Drone. Finish them before mounting your dragon.
  30. Master Hunter. After sweeping the Resurrection battlefield, mount the dragon and fly into the spike-lined cavern. Destroy the tentacle and chase the single Hell Fighter through the tunnel it opens. Boost and free-aim your fire; locking on near Kreed’s ship can target the ship instead. If the fighter escapes, restart that flight checkpoint immediately for another attempt. Its destruction awards fifty Gold; finish before landing on Kreed’s ship.

Final Battle

Point of no return: This is a continuous mech and boss mission with no collectible or challenge detours. Chapter Select permits replay.

Reckoning

Point of no return: Boarding Ahzrak’s ship closes the grounds and final shrine for this visit. Completing the last boss ends the campaign and returns you to Chapter Select for cleanup.

  1. Marok. From the start, pass the archway, drop and follow the armor to the weak wall. Shield Charge it, drop again and turn right for Marok before entering the first battle below. This is the twenty-sixth and final base codex; Lore Nerd unlocks if the earlier twenty-five are collected.
  2. Life Sigil — temple grounds. Clear the first temple-grounds battle. Return beneath the ledge you dropped from and enter the cave beside it, opposite the nearby Secret Key door, for the Life Sigil and secret credit. Its side gate returns you to the entry ledge if necessary.
  3. Gold — block climb to Blue Skull, 5. In the temple grounds, climb through the ruined passage to the blue-node block puzzle. Break the wall, hit the node, climb the lowered wall and drop to its lever. Pull it, charge the exposed block across the ruins and climb it to the next wall. Drop beyond it and follow five Gold into the Whiplash-and-Mancubus room. Take the Blue Skull after clearing them.
  4. Gold — Blue Skull booster wall, 50. Take the Blue Skull but stay in its room. Turn back-left toward the floor hole and drop to the booster. Use it, follow the upper armor route and break the weak wall for the fifty-Gold chest. Return toward the fleshy bridge.
  5. Ruby — Blue Skull fleshy bridge. From the booster-wall chest, follow the opposite upper route across the fleshy bridge and drop at its end. Take the first Ruby, armor and BFC bolt if needed. Its gate opens back to the Blue Skull room, where you can return to the temple grounds.
  6. The Old One. From the temple grounds, follow the outer wall through the ruined opening beside the shrine to the optional Gore Nest. Shield Charge it and clear its Pinky Rider, Acolytes, spider, Agaddon Hunter, Revenant and later Barons. Keep the first Cosmic Baron alive until the second arrives for Death Clock, then kill both within five seconds. Clear all support and take The Old One from the opened gate behind the nest.
  7. Gold — lower keep enforcer route, 10. Open the western objective Blue Skull gate and drop to the enhanced Agaddon Hunter. Kill the Soldier enforcer behind it, then the Champion. Take the open side gate and armor route to its switch. Pull it, enter the new gate and defeat the Hell Knight, Whiplash and Stalker. Follow six Gold to the high Arachnotron enforcer. Kill it, approach the armor to reveal the Mancubus and take four Gold down the passage it breaks open.
  8. Gold — second block climb, 6. At the lower keep route’s floor button, break the hot chain above-left to drop a block. Shield Charge it over the button to open the gate, then charge from the next angle to send it through that gate. Climb it and the wall, turn right upstairs and take six Gold beside the Revenant. Kill the Revenant before dropping farther.
  9. Gold — lower keep shaft, 16. Continue beyond the six-Gold Revenant route, take the armor and drop through the floor hole. Kill the Hell Knight and collect sixteen Gold. Remember the Secret Key gate guarding the Wraithstone here. Use the opposite floor button to expose a blue node through the wall slit and throw into it to open the progression gates.
  10. Gold — pre-arena weak wall, 50. Leave your shield in the node while passing the lower keep’s newly opened gate, then recall it. Clear the spider and Soldiers and enter the chamber before the next major arena. Turn right toward the armor pickup, break the wall beside it and take the fifty-Gold chest. Return to the arena gate.
  11. Gold — lift room and Mancubus alcove, 10. Clear the next major arena’s Acolytes, Mancubus, Cosmic Barons, Pinky Rider and Cyberdemon. Enter the building by its side gate and take five Gold on the right. Before using the objective lift, approach the right alcove to trigger a Mancubus through the wall; kill it and collect five Gold behind the breach.
  12. Gold — lift-room wall and chest, 50. In the building beside the objective lift, break the wall opposite the lift. Throw into its blue Energy Node to move the climbable wall on the right. Climb and round the right corner for the fifty-Gold chest before following the optional upper route.
  13. Ruby and Gold — lift-room upper loop, 5. From the lift-room chest, go left, kill the Stalker and jump to the climbable wall across the gap. Follow the upper path and kill its Battleknight. Take five Gold beside the Megasphere and throw into the blue node beyond them. Climb the lowered wall to the Sigil, turn back and recall your shield to expose the other climbable wall. Scale it for the Ruby. Take the portal behind its statue back to the lift.
  14. Secret Key and Gold, 6. Ride the objective lift after finishing its upper Ruby loop. Turn around on landing, away from the next objective shrine, and take six Gold leading to the Secret Key. Open the purple door beyond it and drop from the bridge to revisit the temple grounds.
  15. Ahzrak and Gold, 37. With the Secret Key, return from the upper lift to the temple grounds and the shrine-side Gore Nest opening. Open the purple-key gate beside it. Follow five Gold around the pit for the Life Sigil, then drop into the pit for Ahzrak and four eight-Gold piles, one in each corner. Climb out to continue key cleanup.
  16. Ruby and Gold — entry-ledge Secret Key door, 24. Return to the temple grounds’ original entry drop. Open the Secret Key door beside that ledge and follow the room for twenty-four Gold and the third Ruby. Return outside for the other purple-key rooms.
  17. Gold — ruined-building key room, 16. From the grounds, follow the passage past the climbable wall near the ruined building and enter the wall opening at its far end. Open the Secret Key gate there for sixteen Gold and a Megasphere. Return to the grounds and use the western Blue Skull gate for the Wraithstone loop.
  18. Wraithstone — lower keep key room. Return through the grounds’ western Blue Skull gate to the earlier Agaddon Hunter drop. Pass the gate toward the green floor button and follow the hallway to the Secret Key gate beside the sixteen-Gold shaft room. Open it and take the eleventh and final base Wraithstone. You can now buy the last ranged weapon upgrade at the final shrine.
  19. Gold — lower keep final key chest, 50. Leave the Wraithstone room, take the right exit and continue through the hallway and gate to the earlier enforcer route. At the next crossing, open the Secret Key gate on the left for the fifty-Gold chest. This brings pickup Gold to 335 and completes all eleven chapter secrets. Return by the node gate and objective lift.
  20. Demonic Essence — Ammo. Finish the Secret Key rooms and return by the objective lift to the final shrine. Proceed north and drop into the last grounds arena. Kill the high Pinky Rider enforcer on the right, its Whiplash and Revenant guards and the other Mancubus, Pinky Rider, spider and Komodo. Clear enough support to expose the Cyberdemon leader, then kill it for the twelfth ammo essence. The full set unlocks Essential Ammo and, with all earlier health and armor essences, Essentially Unstoppable.
  21. Death Clock. At the optional temple-grounds Gore Nest, kill two Cosmic Barons within five seconds of each other. Clear its earlier waves but leave the first Baron alive while the second arrives. Damage both without finishing either, group them and use a BFC bolt; quickly kill any survivor within the five-second interval. Reload that encounter checkpoint if needed. Finish before the arena saves its completion. You earn Ravager — Reverent when the counter completes.
  22. Thy Flesh Consumed. Kill twenty-five demons within ten seconds during Reckoning for one hundred Gold. In the first grounds arena, gather Stalkers and fodder near the central shield line, then fire the BFC into the group and rapidly finish nearby survivors. Try before killing the final Komodo so you can restart that battle checkpoint if needed. The last ammo-essence arena provides another large-group attempt.

Base collection sets and mastery cleanup

  1. All base codex pages. Follow the chapter route and take every base codex page in the list, including Marok before Reckoning’s first arena. Check the actual Codex menu as well as each chapter’s pickup counter before marking the set complete. Chapter Select lets you revisit any missing page. Full list (26 pages): Doom Slayer, Village of Khalim, Hebeth, Sentinel Barracks, The Holy City of Aratum, Deag Loric, Siege – Part 1, Kreed Maykr, Siege – Part 2, Abyssal Forest, Ancestral Forge, King Novik, The Forsaken Plains, Prince Ahzrak, Sentinel Command Station, Spire of Nerathul, Serrat, City of Ry’uul, The Witch, Temple of Lomarith, Commander Thira, Harbor of Souls, Hell Priests, Resurrection, Commander Valen, Marok.
  2. All base demon toys. Collect all twenty-four demon toys, following the detours in campaign order. The final toy is Ahzrak behind Reckoning’s Secret Key gate near the first shrine. Collect The Old One from the optional Gore Nest as well; the main objectives can bypass it. Full list (24 toys): Imp, Soldier, Imp Stalker, Hell Knight, Serrat, Slayer, Mancubus, Pinky Rider, Witch, Vagary, Cyberdemon, Atlan, Kreed Maykr, Arachnotron, Revenant, Agaddon Hunter, Battle Knight, Cacodemon Hybrid, Komodo, Acolyte, Cosmic Baron, Maykr Drone, The Old One, Ahzrak.
  3. Base Ruby supply. Collect the thirty-four Ruby pickups and earn the four challenge Rubies. Rubies buy upgrade tiers at Sentinel Shrines; the full achievement upgrade plan uses thirty-three of the thirty-eight available. Their locations remain recoverable through Chapter Select, but already collected Rubies do not replenish. Full list (38 Rubies): Ruby — hangar exit, Ruby and Gold — second bridge cave, 20, Red Key Card, Ruby and Gold — lower landing zone, 10, Ruby — chandelier floor pad, Challenge Ruby — Countercult — The Holy City of Aratum, Ruby — western spire arena, Ruby — submerged cage and 10 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Ruby — three wolf statues, Ruby — first Secret Key gate, Ruby — hangar scaffolding, Ruby and Gold — Cyberdemon cave, 15, Ruby and Gold — broken platforms, 7, Challenge Ruby — Ghost Buster — Abyssal Forest, Ruby, Vagary and Gold, 11, Ruby — forge side gate, Ruby — ceiling crusher, Ruby — Secret Key Gore Nest, Ruby and Gold — opened cannon-side key room, 12, Ruby and Gold — corridor floor hole, 8, Challenge Ruby — Wait For It, Ruby and Gold — underwater pillars, 8, Ruby and Gold — wreck crate switch, 5, Ruby — blue-route circular tower, Ruby — portal-area booster, Ruby and Gold — raised platform pool, 4, Ruby — looping-water eye dungeon, Ruby and Gold — first-portal bridge, 6, Ruby — shrine Secret Key room, Ruby — upper flesh tube, Ruby — crusher pressure plate, Challenge Ruby — Berserker, Ruby — optional Gore Nest, Ruby and Gold — eastern Blue Key gate, 12, Ruby — black-tree Blue Key room, Ruby — Blue Skull fleshy bridge, Ruby and Gold — lift-room upper loop, 5, Ruby and Gold — entry-ledge Secret Key door, 24.
  4. All base Wraithstones. Take all eleven Wraithstones. Each buys the final tier of one of the eleven ranged weapons, unlocking that weapon’s mastery counter. Start with the three-wolf chamber in Ancestral Forge and finish with Reckoning’s lower-keep Secret Key room. None is spent on the BFC. Full list (11 Wraithstones): Wolf locks and first Wraithstone, Wraithstone — Atlan Core arena, Wraithstone — upper Secret Key door, Wraithstone — waterfall mountain, Wraithstone and Grenade Launcher — Nightmare, Wraithstone — final Cosmic Eye, Five wolf locks, Wraithstone and Gold, 22, Wraithstone — changing ship maze, Wraithstone — circular-stair lift, Wraithstone, four wolves and cultist-room Gold, 15, Wraithstone — lower keep key room.
  5. All base Demonic Essences. Defeat every listed leader, including the optional Gore Nests. You receive each essence automatically from its leader rather than buying it at a shrine. Collect all eleven health, nine armor and twelve ammo essences in the same campaign, and let the next checkpoint save before leaving each section. Full list (32 essences): Demonic Essence — Health, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Ammo and 8 Gold, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Armor, Demonic Essence — Ammo and northern Gore Nest, Demonic Essence — Health, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Health, Demonic Essence — Armor and Gold, 3, Demonic Essence — Ammo and first relic fragment, Demonic Essence — Armor and second relic fragment, Demonic Essence — Ammo, portal arena, Demonic Essence — Ammo, wreck Gore Nest, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Armor, Demonic Essence — Ammo.
  6. All base mission challenges. Unlock Mission Challenges at Sentinel Barracks’ console and complete all forty-eight base challenges. Pin the active chapter’s counters, finish the tasks before its final objective and use Chapter Select for any remaining progress. This includes both Atlan tasks in Hellbreaker and the dragon pursuits in Aratum, From Beyond, Nerathul and Resurrection. Full list (48 challenges): Rip and Tear — Sentinel Barracks, Plunderer — Sentinel Barracks, Prize Fighter — Sentinel Barracks, Countercult — The Holy City of Aratum, Layover — The Holy City of Aratum, Cat and Mouse — The Holy City of Aratum, Immovable Object — Siege Part 1, Unstoppable Force — Siege Part 1, Siege Breaker — Siege Part 1, Roundhouse — Siege Part 2, Exterminator — Siege Part 2, Ghost Buster — Abyssal Forest, Knockout — Abyssal Forest, Bone Collector — Abyssal Forest, Nothing But Nade, Sawed Off, Seven Secrets, Rocket Man, Exterminator, Fault Line, Elusive, Crushinator, Dispersion, Punching Bag, Wait For It, Skeleton Key, Deft Dragon, Veteran Pursuer, Heart Harvester, Master Blaster, Expert Stalker, Heads Up, Face Cracker, Torrent, Hunter, Roundup, Swashbuckler, Water Logged, Swallowed Whole, Toe-To-Toe, Berserker, Dragon Hoard, Executioner, Cannon Crusher, Extreme Prejudice, Master Hunter, Death Clock, Thy Flesh Consumed.
  7. All base weapon masteries. Acquire and fully upgrade all eleven listed ranged weapons, then complete each mastery counter. Obtain the last Wraithstone in Reckoning before the final shrine. For cleanup, use Chapter Select → Resurrection, follow the blood stream and lake scene, pass the first shrine and drop into its opening large encounter. Pin one mastery and repeat that battle as needed. Full list (11 masteries): Combat Shotgun mastery, Super Shotgun mastery, Shredder mastery, Impaler mastery, Accelerator mastery, Cycler mastery, Pulverizer mastery, Ravager mastery, Chainshot mastery, Grenade Launcher mastery, Rocket Launcher mastery.
  8. All Shield Base upgrades. Acquire the Shield Saw in Hebeth, reach its first Sentinel Shrine and use the Shield Base tab. Buy all six named nodes with collected Gold and Rubies. Continue gathering the chapter currency if the next tier is unaffordable; return to any shrine in the same campaign when ready. Full list (6 upgrades): Retaliation, Power Surge, Extended Edge, Steadfast, Harvester, Blade Master.
  9. All Shield Rune upgrades. Receive the four runes through Ancestral Forge, Hellbreaker, Sentinel Command Station and Spire of Nerathul. At a Sentinel Shrine, enter each rune’s tab and buy all three upgrades in its prerequisite order. The full set has twelve purchases; merely receiving the four runes does not complete the upgrade requirement. Full list (12 upgrades): Aftershock, Wavefront, Megathrust, Outbreak, Upsurge, Plague, Extended Magazine, Health Extractor, Rapid Fire, Induction, Megaburst, Gigawatt.
  10. All melee upgrades. Acquire the Power Gauntlet in Village of Khalim, Flail in Siege Part 1 and Dreadmace in City of Ry’uul. Buy every upgrade for all three at Sentinel Shrines. You can make purchases throughout the same campaign; after Dreadmace is unlocked, return to a shrine to finish any remaining nodes. Full list (11 upgrades): Finisher, Duelist, Jolt, Encore, Conditioning, Ignite, Resonant, Engulf, Reaper, Obliterator, Riposte.
  11. Base Nightmare weapon pickups. Take the eleven optional Nightmare weapon appearances in the campaign. Their detours are included alongside the required resource pickups, but no achievement requires the appearances themselves. Use Chapter Select to recover any absent weapon skin. Full list (11 skins): Combat Shotgun — Nightmare, Shredder — Nightmare, Accelerator — Nightmare, Pulverizer — Nightmare, Impaler — Nightmare, King Novik, Cycler — Nightmare, Chainshot — Nightmare, Wraithstone, Rocket Launcher — Nightmare, Ravager — Nightmare.
  12. Base Reverent challenge appearances. Complete the eleven listed mission challenges to earn the Reverent weapon appearances. Those challenges are also required by Challenge Completed. Return through Chapter Select if a counter remains unfinished. Full list (11 skins): Combat Shotgun — Reverent, Shredder — Reverent, Accelerator — Reverent, Pulverizer — Reverent, Impaler — Reverent, Super Shotgun — Reverent, Cycler — Reverent, Chainshot — Reverent, Grenade Launcher — Reverent, Rocket Launcher — Reverent, Ravager — Reverent.
  13. Base Gold route and upgrade budget. Collect Gold along the listed chapter detours and complete all mission challenges. The complete upgrade plan costs 5925 Gold, thirty-three Rubies and eleven Wraithstones. Gold pickups and one-time challenge rewards remain in the same campaign save; replaying a collected chest cannot refill your balance. Full list (221 detours): First shrine Gold — 75, Gold — ledge above red barrier, 5, Gold — Stone Imp side room, 5, Gold — Blue Key Card room, 16, Gold and Life Sigil — Accelerator vent, 5, Gold — green-projectile turret, 8, Gold — opened red-barrier room, 16, Gold and Life Sigil — fire-pipe detour, 14, Gold — opened encounter room, 8, Gold — second shrine chest, 50, Shredder — Nightmare and final 8 Gold, Hell Knight and 22 Gold, Gold — movable-crate balcony, 58, Gold — lowered gate ambush, 4, Life Sigil and Gold — hallway switch, 27, Life Sigil and Gold — first bridge cellar, 5, Ruby and Gold — second bridge cave, 20, Gold — second bridge tower chest, 50, Accelerator — Nightmare and 5 Gold, Gold — two cage wagons, 16, Sentinel Barracks and final 5 Gold, Gold — first secret landing zone, 55, Red Key Card, Ruby and Gold — lower landing zone, 10, Pulverizer — Nightmare and 15 Gold, The Holy City of Aratum, cultist circle and 8 Gold, Serrat and 5 Gold, Gold — left carrier Hell Knight chest, 50, Gold — central carrier engine room, 12, Cultist circle and Gold — right carrier well, 64, Blue Key Card, Life Sigil and 8 Gold, Gold — hidden carrier first arena, 8, Deag Loric and final 5 Gold, Gold — first shrine riverbank, 5, Western artillery route and Gold, 25, Impaler — Nightmare and 8 Gold, Ruby — submerged cage and 10 Gold, Gold — second shrine portal ruins, 65, Demonic Essence — Ammo and 8 Gold, Northeastern village cannon and 8 Gold, Chainshot dungeon and 66 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Gold — Vagary clearing chest, 50, Kreed Maykr and 5 Gold, Life Sigil and 10 Gold — shrine downhill cave, Gold — eastern wagon, 5, Eastern river cannon and 8 Gold, Gold — swamp pool chest, 50, Gold — eastern corner weak wall, 8, Gold — southern portal dungeon, 61, Gold — southeastern forest, 25, Swamp artillery cannon and 8 Gold, Life Sigil and 3 Gold — moved crate, Gold — wall above the crate, 50, Pinky Rider and 8 Gold, Gold — Revenant room and walkways, 18, Secret Key and Gold, 15, Gold — key-room pit and ambush, 23, Siege – Part 2 and 8 Gold, Gold — wreck side passage, 8, Gold — passage beside fan wall, 50, Opening hill Gold and Life Sigil, 9, Yellow Key and Gold, 3, Ruby and Gold — Cyberdemon cave, 15, Gold — brambles below the recall jump, 50, Witch and Gold, 13, Gold — suspended statue chest, 50, Gold — opposite the turret, 16, Ruby and Gold — broken platforms, 7, Gold — northern wall gate, 16, Gold — after turret breach, 16, Gold — mine corpse recall-jump chest, 50, Final mine Gold, 5, Secret Key and Gold, 5, Gold — eastern heart descent, 10, Gold — southern Secret Key gate, 50, Gold — northwestern heart approach, 4, Ancestral Forge and Gold, 5, Ruby, Vagary and Gold, 11, Gold — western fork, 9, Recall-jump Gold and crane Sigil, 6, Gold — western ramp and lower chest, 58, Gold — Cyberdemon arena ledge, 16, Gold — blue-node lift chest, 50, Gold — lower forge ledge, 6, Gold and Life Sigil — opening corpse jump, 9, The Forsaken Plains and Gold, 10, Gold — tentacle chamber, 26, Secret Key and Gold, 56, Gold — fireball window room, 6, Gold — central shrine booster chest, 50, Ruby and Gold — opened cannon-side key room, 12, Prince Ahzrak and Gold, 11, Gold — Atlan entry chest, 50, Gold — castle entry chest, 50, Gold — castle hall, 35, Gold — first vent, 8, Sentinel Command Station and Gold, 5, Chainshot — Nightmare and transport Gold, 22, Gold — first shrine room, 8, Gold and Life Sigil — fireball vent, 6, Gold — return-console chest, 50, Ruby and Gold — corridor floor hole, 8, Yellow Key Card and Gold, 12, Gold — shaft-side chest, 50, Gold — upper vent, 8, Gold — opening western cave, 50, Ruby and Gold — underwater pillars, 8, Gold — first-emitter lower ledge, 16, Gold and Life Sigil — first-emitter shrine, 12, Gold — behind first emitter, 18, Gold — hidden portal landing, 26, Gold — wreck corpse ledge, 8, Gold — wreck barrel-wall chest, 50, Ruby and Gold — wreck crate switch, 5, Gold and Life Sigil — lower Komodo ledge, 16, Gold — Gore Nest descent, 5, Spire of Nerathul and Gold, 5, Gold — fallen-pillar crossing, 5, Gold and Life Sigil — blue-route lower tower, 13, Gold — third-emitter arena, 15, Gold — final landing stairs, 25, Gold — post-BFC hot gate, 16, Gold — suspended stone chest, 50, Gold — upper tower final ledge, 16, Gold — first-ring bramble detour, 16, Gold and Life Sigil — second-ring lower ledge, 9, Gold — third-ring ledge, 5, City of Ry’uul and Gold, 6, Gold — codex-stairs corpse jump, 50, Ruby and Gold — raised platform pool, 4, Gold — purple-lift water branch, 19, Gold and Life Sigil — fireball water branch, 7, Gold — ambush corridor chest, 50, Gold — outside-ring climb, 6, Gold — node-window platform, 3, Gold — upper ring landing, 4, Demonic Essence — Armor and Gold, 3, The Witch and Gold, 8, Gold — right-island hill, 7, Gold — looping corridor chest, 50, Gold — node-locked ledge, 20, Gold and Life Sigil — first relic bridge, 5, Gold — small battlefield, 8, Gold — shrine return gate, 5, Five wolf locks, Wraithstone and Gold, 22, Gold — rotating-dungeon outer path, 8, Gold — rotating-dungeon approach, 5, Gold — rotating-room chest, 50, Gold — opening lower platform, 16, Ruby and Gold — first-portal bridge, 6, Gold and Life Sigil — lantern water hole, 6, Gold — portal-arena weak wall, 50, Gold — gate-puzzle water branch, 16, Gold — wreck outside corner, 8, Gold and optional Gore Nest, 6, Gold — second-ring ship corner, 8, Gold — final wreck eye gate, 53, Gold — Blue Sphere wall, 8, Gold — shrine barrels, 4, Secret Key and Gold, 5, Gold — temple-stairs side ledge, 8, Gold — first artery alcove, 50, Gold and Life Sigil — first-room corpse tunnel, 6, Gold — flesh-block chamber, 21, Gold — second artery corpse chest, 50, Komodo and stomach Gold, 7, Gold and Life Sigil — crusher tunnel, 14, Gold — third artery exit, 5, Gold — first shrine, 5, Gold — fireball corridor cubby, 3, Gold — first fireball upper ledge, 16, Gold — Cyberdemon lower walkway, 4, Gold and Life Sigil — lever crusher, 6, Gold — second fireball side hall, 8, Gold — lower encounter approach, 3, Gold — Revenant bridge, 4, Gold — lower Battleknight chest, 50, Harbor of Souls and Gold, 8, Gold — Blue Skull approach, 5, Acolyte and Gold, 5, Gold and Life Sigil — giant skull booster, 5, Gold — graveyard weak wall, 8, Gold — Red Skull high branch, 17, Gold — Red Skull lower circuit, 23, Gold — corpse-jump chest, 50, Gold — first piston chamber, 8, Gold — second piston upper ledge, 16, Gold — broken-floor wall chest, 50, Gold — western slope and siege approach, 13, Yellow Key and Gold, 8, Gold — siege-arena upper return, 13, Wraithstone, four wolves and cultist-room Gold, 15, Gold — wolf-side artillery cannon, 8, Gold — trench-end return pile, 8, Gold — elevated Yellow Key chest, 50, Ravager — Nightmare and cannon-pit Gold, 5, Gold — artillery roof and cultist cave, 14, Gold — cultist-cave upper ledge, 5, Maykr Drone, well cultists and Gold, 50, Gold — central shrine hill and path, 19, Gold — eastern arena artillery, 8, Blue Key and flooded-room Gold, 74, Ruby and Gold — eastern Blue Key gate, 12, Gold — crusher cave, 25, Gold — opening spike-cave approach, 7, Gold — spike-tunnel Gore Nest chest, 50, Gold — black-tree weak wall, 8, Gold — block climb to Blue Skull, 5, Gold — Blue Skull booster wall, 50, Gold — lower keep enforcer route, 10, Gold — second block climb, 6, Gold — lower keep shaft, 16, Gold — pre-arena weak wall, 50, Gold — lift room and Mancubus alcove, 10, Gold — lift-room wall and chest, 50, Ruby and Gold — lift-room upper loop, 5, Secret Key and Gold, 6, Ahzrak and Gold, 37, Ruby and Gold — entry-ledge Secret Key door, 24, Gold — ruined-building key room, 16, Gold — lower keep final key chest, 50.

Revelations campaign and return visits

Proving Grounds

  1. Four Proving Grounds secrets. Explore all four Proving Grounds secret branches. Take the cliff-side and upper-wall Soul Spheres, then the elevator side route and unused-window Life Sigils before the last descent.
    1. Take both Soul Sphere alcoves and both Life Sigil branches before the last elevator. The complete starting route below includes their fights and return paths.
    Full list (11 stops): S, A, C, C, C, S, F, A, R, B, R.
  2. Marok Letters I. After the first courtyard fight, go uphill right of the Blue Skull door and jump from the green corpse. Drop into the next space for Marok Letters I before climbing the central ruin.
    1. At the locked Blue Skull door, follow the left wall toward the cliff beside the enforcer’s ledge. Drop to the Soul Sphere secret, kill the Lost Souls, take the BFC bolt and use the booster to return. Go uphill on the door’s right, Shield Jump from the green corpse and drop to Marok Letters I.
  3. The High Council. Open the original Blue Skull door after riding the lift back to the courtyard. Defeat the Buzzsaw waves, enter the building and take The High Council on its stairs.
    1. Follow the cliff back to the original Blue Skull door. Parry the Buzzsaw’s charge and ordinary slashes, dodge its spinning attack and break its shield. Clear the Vagary, Acolytes and next Buzzsaw, then enter and take The High Council upstairs.
  4. Council’s Chamber. After the Agaddon Brute fight and its last elevator, jump the gap and follow the uphill passage. Take Council’s Chamber before entering the final Henchman door.
    1. Return to the Brute’s elevator, ride down and follow the gap and uphill path to the last codex pickup. Continue through the door to Belias the Henchman. Fight until the required defeat and scene send you to Purgatory. This scripted loss continues the campaign. Inspect the pickup’s title in your Codex menu.
  5. First elevator detour Life Sigil. At the Blue Skull elevator, face back toward the entry and jump into the opening during descent. Clear its flame-jet tunnel, pull the gate lever and defeat the Komodo to reach the Life Sigil by the opposite stairs.
    1. Step onto the elevator’s pressure plate, face back toward the entrance and jump into the Soul Sphere opening while descending. Follow the flame-jet corridor, kill its Hell Knights and Mancubus and pull the lever to open both gates. Return to the lava arena, kill the tentacle and Komodo and take the Life Sigil by the opposite corner’s stairs. Ride the elevator fully down.
  6. Agaddon Brute detour Life Sigil. Before the Agaddon Brute’s last lift, use the previously unused right window and its green corpse. Open the pipe-side Energy Node gate and defeat every wave for this Life Sigil.
    1. Before taking the last lift, use the unused window on the right of the return stairs. Look through it from the left and Shield Jump from the green corpse inside. In the hall, look left beneath the pipe through the gate gap and throw at the blue node. Clear the Imp, Hell Knight, Whiplash, Mancubus and Battle Knight waves for the final Life Sigil secret.

Purgatory — Chain Spear

  1. Chain Spear. In the Architect’s home after the scripted defeat, examine the roasted demon, right-hand relic and damaged gear. Take the Chain Spear between the tables to begin its movement and slash tutorial.
    1. After the Henchman scene, enter the adjoining room in the Architect’s home. Examine the spit-roasted demon, the stone relic on the table to the right beyond the fire and your broken armor and shield on the left. Take the Chain Spear displayed between the examined objects.
  2. Journal of the Architect I. Complete the Chain Spear tutorial and return home. Walk through the newly opened gate and take Journal of the Architect I before heading out to the dormant portal.
    1. Take Journal of the Architect I through the newly opened gate. Outside, turn left through the arches and climb the stairs past Imp Stalkers and a Mancubus. Interact with the console before the dormant portal to learn that you need three Ascension Stones.
  3. Architect’s upper floor Life Sigil. Return from the portal along the snowy slope and broken wall to the home’s upper floor. Enter the doorway on the right for the Life Sigil, then step back outside.
    1. Return toward the home’s arches, turn right up the snowy slope and turn left around the broken wall. Follow the right-hand cliff to the upper floor. Enter the doorway on the right for the Life Sigil, return and climb the scratched wall on the left. At the next archway, jump onto the ledge to the right for the Super Shotgun appearance.
  4. Super Shotgun — Slayer. At the Architect’s upper floor, leave the Life Sigil doorway and climb the scratched wall on the left. Jump from the next arch onto the right-hand ledge for Super Shotgun — Slayer.
    1. Return toward the home’s arches, turn right up the snowy slope and turn left around the broken wall. Follow the right-hand cliff to the upper floor. Enter the doorway on the right for the Life Sigil, return and climb the scratched wall on the left. At the next archway, jump onto the ledge to the right for the Super Shotgun appearance.
  5. Maykr Log I. Jump across from the snowy slope to the wheel courtyard and defeat its demons. Take Maykr Log I on the wheel’s right before climbing the cave stairs.
    1. Return to the snowy slope and jump the gap. Kill the demons near the large wheel and go to its right for Maykr Log I. Leave the downhill water branch and climb the cave stairs instead, killing the Mancubus and three Nightmare Imp Stalkers.
  6. Trials of Absolution. Lower the metal climbing shortcut with the spear target outside the keep. Return upstairs to the trial portal and collect Trials of Absolution from the opposite ledge before entering Hell’s Core.
    1. Pass the stairs on the left temporarily and continue beyond the rotatable device, under the portcullis and right outside. Follow the snowy stairs and Meat Hook the target to lower the metal climbing shortcut to the portal below. Return to the previously passed stairs, take Trials of Absolution opposite the trial portal and enter Hell’s Core.

Hell’s Core

  1. Trial of the Righteous. At Hell’s Core’s starting chamber, look right for Trial of the Righteous before using the left Meat Hook target and dropping to the battery bridge.
    1. Take Trial of the Righteous to the right at arrival. Meat Hook left, kill the Imp Stalkers and drop past the inaccessible shield point to the bridge. Clear the Hell Knights and soldiers, take the nearby Hell Battery and place it on the central pedestal between the two locked Master Key doors.
  2. Buzzsaw toy. After the first Archvile arena, climb the smaller courtyard’s central platform. Dash over the broken wall, clear the Nightmare Stalkers and enforcer and spear through the cave to the Buzzsaw toy.
    1. Drop and turn right into the main arena. Clear the Cacodemon, Arachnotron, Mancubi, Pinky Riders, Revenant, Buzzsaw and Whiplash waves, then kill the Archvile. Continue through its exit to the smaller courtyard. From the central platform, jump and dash over the broken wall to kill the Nightmare Stalkers and enforcer among the tentacle holes. Follow the cave’s Meat Hook to the Buzzsaw toy and use the blue warp sphere back.
  3. Upper courtyard Life Sigil. Back at the courtyard platform, Meat Hook higher beside the scratched wall. Follow the right upper path through Stalkers to the Life Sigil overlooking the first combat arena.
    1. Kill the returning Buzzsaw, climb the courtyard’s central platform and Meat Hook up beside the climbable wall. Take the right path past the Imp Stalkers to the Life Sigil above the earlier arena. Return and proceed past the demon pinned to the wall to reach the tower and first Hollow Shrine.
  4. Idol piece 1 of 2. At the first Hollow Shrine, descend behind it beside the blaster. Take Idol piece 1 on the lower level, then climb back up to the shrine.
    1. Drop behind the shrine beside the blaster for Idol piece 1. Climb back out and take the left exit, climbing the left crates for Idol piece 2. Completing the two-piece relic gives Platinum. Buy your first empowered Chain Spear ability at the shrine to open its right door.
  5. Idol piece 2 of 2. Leave the first shrine through its left outdoor passage. Climb the crates on the left and collect Idol piece 2 at the end; the completed Idol supplies your first upgrade currency.
    1. Drop behind the shrine beside the blaster for Idol piece 1. Climb back out and take the left exit, climbing the left crates for Idol piece 2. Completing the two-piece relic gives Platinum. Buy your first empowered Chain Spear ability at the shrine to open its right door.
  6. Hell’s Core. Inside the tower above the two-battery pedestal, jump across the Platinum-lined gap. Climb the boxes left of the Blue Skull gate for Hell’s Core before riding the nearby elevator.
    1. Meat Hook up outside to the tower’s two-battery door. Collect five Platinum inside, jump the gap for three more and climb the boxes left of the Blue Skull gate for Hell’s Core. Follow the armor to the elevator, descend and take four Platinum. Drop beneath the landing, kill the trapped Baron and open the fifty-Platinum chest. Climb back through the shortcut to the shrine.
  7. Revenant Leader Essence Shard. In the rail-cavern fight, clear the lower demons and take the booster to the upper railway. Kill the Revenant leader and its Mancubus and Battle Knight guards to receive this Essence Shard.
    1. Leave the shield-locked BFC room for your later return. Drop into the cavern arena, clear the Hell Knight, Stalkers, Mancubus and Whiplash, then ride the booster to the upper rails. Defeat the Revenant leader with its Mancubus and Battle Knight guards for the first Essence Shard.
  8. Beast piece 1 of 3. After killing the rail leader, find the Hollow Shrine. Take Beast piece 1 on its left before pulling the cart into the track junction.
    1. Take Beast piece 1 on the left of the rail-side shrine. Pull the cart to the junction with its spear control, operate the separate junction switch and pull the cart right. Step on its plate to ignite the statue. Return it to the junction and switch tracks to melt the nearby ice door. Enter for five Platinum and drop through the hole for Beast piece 2. Kill the Cacodemon outside and return to the rails.
  9. Beast piece 2 of 3. Ignite the fire cart from its pressure plate and route it toward the near ice doorway. Collect the Platinum and drop through the melted passage’s floor hole to Beast piece 2; return through the lower arena.
    1. Take Beast piece 1 on the left of the rail-side shrine. Pull the cart to the junction with its spear control, operate the separate junction switch and pull the cart right. Step on its plate to ignite the statue. Return it to the junction and switch tracks to melt the nearby ice door. Enter for five Platinum and drop through the hole for Beast piece 2. Kill the Cacodemon outside and return to the rails.
  10. Beast piece 3 of 3. Dash from the rail edge across the small island to the castle. Use the door switch and cross its timed gate immediately, clear the Nightmare foes and booster to Beast piece 3 beside the shrine.
    1. Dash from the rail edge to the island, then straight to the castle land. Pull the door switch and immediately pass the timed door opposite. Collect ten Platinum, kill the Nightmare Stalker and Stone Imps and take the booster back beside the shrine to Beast piece 3. The completed relic grants 170 Platinum.
  11. Hell’s Core battery-room appearance. Gather both tower Hell Batteries and drop from the second pickup to their pedestal. Open the two-battery gate for five Platinum and its weapon appearance before using the Blue Skull gate.
    1. Meat Hook up the tower for the second Hell Battery. Drop right to the two-battery pedestal, deposit both batteries and collect the five Platinum and weapon appearance inside. Enter the tower and follow the right wall to the Blue Skull gate, clearing the Whiplash and soldiers. Check its weapon label in the Arsenal.
  12. Demon’s hand Life Sigil. Beyond the Blue Skull ring walkway, jump left across the islands and clear the Revenant and Stalker. Collect the Life Sigil tucked behind the giant demon’s hand before climbing onward.
    1. Kill the Arachnotron above the gate and use its spear target to reach the switch that lowers the ring. Drop onto the ring walkway, avoid the flame jets and kill the Hell Knights and Lost Souls. Jump across the left islands to the land below, clear the Revenant and Stalker and take the Life Sigil behind the giant demon’s hand.
  13. Booster-side Life Sigil. From the demon-hand arena, climb the tunnel wall and take the booster. After collecting the airborne Platinum, climb and dash sideways to the separate Life Sigil platform, then return to the main ascent.
    1. Climb the only forward wall and take the tunnel booster through three Platinum. Climb again, dash sideways to the Life Sigil platform and return to the booster. Advance through the Arachnotrons and soldiers to Castle Outskirts; leave its Master Key branch for later. Take the right booster and dash right to the climbable wall.
  14. Maykr Log II. At Castle Outskirts, booster right to the scratched wall and clear the Agaddon Hunter and final Blighted Knight. Pull the switch to open the upper route and take Maykr Log II.
    1. Collect five Platinum and defeat the Arachnotron, Stalkers, Hell Knights, Agaddon Hunter and final Blighted Knight. Pull the switch and take Maykr Log II. Turn left for sixteen loose Platinum and a fifty-Platinum chest, then follow the left wall outside for three more. Go uphill past the shrine and climb the left wall and crate for three Platinum.
  15. Komodo Leader Essence Shard. Drop through the final pit and clear the machine arena’s waves and Archvile. Kill its Komodo Warrior leader to receive the second Hell’s Core Essence Shard before the machine scene.
    1. Clear the Buzzsaw and other waves, then the Archvile and guards. Defeat the Komodo Warrior leader with its armored Arachnotron guard for the second Essence Shard. Let the machine destruction scene finish, descend to the first Ascension Stone and complete the shotgun-only Counter Insurgent flashback. Take Master Key piece 1 of 4 and return to Purgatory.
  16. Master Key piece 1 of 4. After destroying the machine, descend to the first Ascension Stone. Finish the shotgun-only Counter Insurgent flashback to obtain the first Master Key fragment and return to Purgatory.
    1. Clear the Buzzsaw and other waves, then the Archvile and guards. Defeat the Komodo Warrior leader with its armored Arachnotron guard for the second Essence Shard. Let the machine destruction scene finish, descend to the first Ascension Stone and complete the shotgun-only Counter Insurgent flashback. Take Master Key piece 1 of 4 and return to Purgatory.
  17. Hell’s Core Platinum — 255 ground pickups. Collect the tower, rail-cart and outskirts detours below. The counter excludes the Idol and Beast completion payouts. Full list (6 stops): Tower and elevator, Rail ice and timed gate, Long-track chest and Blue Skull return, Two-battery room, Tunnel booster, Outskirts and final pit ledges.

Purgatory — restored Shield Saw

  1. Slayer Confessional I. On your return from Hell’s Core, walk straight to Slayer Confessional I. Interact with the petrified body nearby to open the right-side gate.
    1. Back in Purgatory, take Slayer Confessional I ahead and interact with the petrified body. Enter the opened right gate for Marok Letters II. Exit left, kill the Hell Knight and two distant Stalkers, reach the walkway’s end and jump and dash left to the wall above their arches for Journal of the Architect II.
  2. Marok Letters II. Examine the petrified body after taking Slayer Confessional I. Collect Marok Letters II through the gate that opens on the right, then head outside.
    1. Back in Purgatory, take Slayer Confessional I ahead and interact with the petrified body. Enter the opened right gate for Marok Letters II. Exit left, kill the Hell Knight and two distant Stalkers, reach the walkway’s end and jump and dash left to the wall above their arches for Journal of the Architect II.
  3. Journal of the Architect II. Outside the opened return gate, kill the Hell Knight and distant Stalkers. At the walkway’s end, jump and dash left to the wall over their arches for Journal of the Architect II.
    1. Back in Purgatory, take Slayer Confessional I ahead and interact with the petrified body. Enter the opened right gate for Marok Letters II. Exit left, kill the Hell Knight and two distant Stalkers, reach the walkway’s end and jump and dash left to the wall above their arches for Journal of the Architect II.
  4. Relief piece 1 of 5. Drop into the earlier Stalker arches from the upper walkway. Jump and dash through the armor trail from its left opening, then Meat Hook through the opposite keep arch to Relief piece 1 by the heated lock.
    1. Continue through the next arch and left for twelve Platinum. Jump back to the walkway, drop left into the earlier arches for four more and look through the left opening. Jump and dash along the armor trail, then Meat Hook through the home’s arch to Relief piece 1 beside a heated lock. Drop opposite the gate.
  5. Restored Shield Saw. Place the first Ascension Stone at the dormant portal’s console and return home. Retrieve the Shield Saw waiting on the table near the fire to reopen shield-based traversal.
    1. Return to the dormant portal through the demons and left slope, deposit the first Ascension Stone at its console and follow the objective back into the home. Take your restored Shield Saw from the table by the fire. You can now switch between Shield Saw and Chain Spear.
  6. Relief piece 2 of 5. Activate the keep’s rotating booster, embed the shield in the upper-right Energy Node and turn the lower device toward the broken wall. Ride the two linked boosters to Relief piece 2 and its Platinum.
    1. At the ground-floor rotating booster device, charge the wall on the left and pull the lever. With the booster facing right as viewed from the broken-wall stairs, launch and dash into the upper right room. Throw the Shield Saw at the opposite Energy Node; leave it embedded. Drop, equip the spear and turn the device toward the broken wall. Use both boosters to reach Relief piece 2 and four Platinum, then break the heated lock for a shortcut.
  7. Relief piece 3 of 5. Point the rotating booster left and launch to the Hell’s Core return walkway. From its far end, jump down and dash right to Relief piece 3 on the separate floating platform.
    1. Turn the booster device to the left as viewed from the broken-wall stairs. Launch up to the Hell’s Core return ledge, go to the walkway’s far end and look down right. Jump and dash to the floating platform for Relief piece 3. Dash back to the walkway above the dormant portal and charge its anchor.
  8. Drained lake ledge Life Sigil. Drain the lake with the lever across the Arachnotron gap. Return toward the wheel ramp outside the home and drop from its left-hand ledge to the Life Sigil below.
    1. Climb back toward the Architect’s arches, pass the drained pool and reach the ramp toward the wheel. Drop from its left ledge to the Life Sigil. Continue ahead, ignore the left ramp and jump right to four Platinum. Enter the round cave, take its right slope and continue past the homeward booster for four Platinum by a heated lock. Do not try the Master Key locks yet.
  9. Journal of the Architect III. Aim the catapult at the ledge right of the elevated gate. Launch, defeat two Hell Knights and turn back to the crate and anchor for Journal of the Architect III.
    1. Stand left of the anchor facing the catapult and charge its left-side target twice so it aims right of the elevated gate. Stand on its arm and Meat Hook the upper target to launch. Kill the two Hell Knights at landing and turn around for Journal of the Architect III between the crate and anchor. Push the crate to create a climbing shortcut and break the opposite gate’s heated lock.
  10. Sentinel Log I. Break both catapult-area anchors and aim the throwing arm at the upper gate. Launch through and walk uphill to Sentinel Log I before approaching the Chasm trial portal.
    1. Return to the catapult and launch again, dashing right through the armor-lined hole in the building. Open the fifty-Platinum chest and break its heated gate lock to return outside. Charge the anchors at the catapult pit and on the ledge right of the upper gate, aim at that gate and launch through it. Take Sentinel Log I uphill.
  11. Slayer Confessional II. At the Chasm portal, turn right and open the lever-operated gate. Take Slayer Confessional II inside before using its homeward booster or entering the trial.
    1. Before entering the next trial portal, turn right and pull the gate lever for Slayer Confessional II. Pass the purple brazier and drop right to four Platinum. Jump and dash left along the life pickups to the ruined window’s Life Sigil and twelve Platinum inside. Break the heated lock, lower the metal climbing shortcut with the spear and open the homeward gate. Booster back to the Chasm portal and enter.
  12. Ruined-window Life Sigil. Past Slayer Confessional II, drop beside the purple brazier to the Platinum ledge. Jump and dash left along the life pickups into the ruined window for this Life Sigil and twelve Platinum.
    1. Before entering the next trial portal, turn right and pull the gate lever for Slayer Confessional II. Pass the purple brazier and drop right to four Platinum. Jump and dash left along the life pickups to the ruined window’s Life Sigil and twelve Platinum inside. Break the heated lock, lower the metal climbing shortcut with the spear and open the homeward gate. Booster back to the Chasm portal and enter.
  13. Purgatory Platinum — first 222 of 280. Finish all four anchor spheres and both catapult branches. Purgatory’s remaining Platinum becomes available on later visits. Full list (12 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10, Route stage 11, Route stage 12.

Chasm of Xal’Goroth

  1. Trial of Will. Enter the Chasm’s first adjoining chamber and collect Trial of Will between its braziers. Leave the locked Blue Key branch and follow the bloody corridor to the green obelisk.
    1. At arrival, take Trial of Will between the braziers, pass the Blue Key door and shrine and follow the bloody corridor. Touch the green obelisk. Climb the stairs and wall, cross the assembled bridge and take the first Shield Charge ring on the right beside the green vortex.
  2. Mask piece 1 of 2. After the second launch ring, follow the right-hand Platinum trail down from the shrine ledge. Turn right below for Mask piece 1 and defeat the Nightmare Stalker before using the opposite cave booster.
    1. Upstairs, kill the demons and pass the left shrine. Follow five Platinum on the right off the ledge, turn right below for Mask piece 1 and kill the Nightmare Stalker behind you. Use the opposite cave’s booster through five airborne Platinum to the upper structure.
  3. Mask piece 2 of 2. Before the next launch ring, jump left onto the floating broken stone and throw at the distant cube’s node. Cross its newly formed bridge for Mask piece 2, then fend off the Lost Souls.
    1. Climb the stairs toward the white pickup on the distant cube, then turn right down the bridge. Before charging the next ring, jump onto the broken stone on the left and look left at the cube’s Energy Node. Throw your shield, return to the bridge and cross the newly formed path to Mask piece 2. Kill the Lost Souls, then climb down right beside the bridge for the Shredder — Slayer appearance.
  4. Shredder — Slayer. After assembling the Mask on the floating cube, face back toward its bridge. Climb down the scratch-marked section on the right for Shredder — Slayer, then return to the launch ring.
    1. Climb the stairs toward the white pickup on the distant cube, then turn right down the bridge. Before charging the next ring, jump onto the broken stone on the left and look left at the cube’s Energy Node. Throw your shield, return to the bridge and cross the newly formed path to Mask piece 2. Kill the Lost Souls, then climb down right beside the bridge for the Shredder — Slayer appearance.
  5. Deity piece 1 of 3. After the last approach ring drops you into the watery labyrinth, turn back toward the pool. Follow the water’s right wall around its corner for Deity piece 1.
    1. Return to the ring, charge to the ruined platforms and clear the fodder. Use the second ring, climb the wall and Meat Hook up behind the petrified tendril on the left. Charge right through the final ring to the watery labyrinth. At shore, turn back to the water and follow its right wall around the corner for Deity piece 1.
  6. Deity piece 2 of 3. At the shrine before the large circular door, face the shrine and look left along the door frame. Take Deity piece 2 before entering the three-door chamber.
    1. Clear the Hell Knights and Whiplash along the path to the circular door and shrine. Facing the shrine, look left along the door frame for Deity piece 2. Turn around from the shrine to see the last piece on a high block. Climb the angled stone on the shrine’s right, run and jump to the higher block and dash right to the scratched wall for Deity piece 3. Kill the Cacodemon Hybrid and enter the door.
  7. Deity piece 3 of 3. Opposite the labyrinth shrine, find the high block holding Deity piece 3. Climb the angled rock on the shrine’s right, jump to the higher stone and dash across to the scratched wall; kill the spawned Hybrid afterward.
    1. Clear the Hell Knights and Whiplash along the path to the circular door and shrine. Facing the shrine, look left along the door frame for Deity piece 2. Turn around from the shrine to see the last piece on a high block. Climb the angled stone on the shrine’s right, run and jump to the higher block and dash right to the scratched wall for Deity piece 3. Kill the Cacodemon Hybrid and enter the door.
  8. Cosmic Baron Leader Essence Shard. Take the blue branch from the three-door chamber and enter the arena opposite its shrine. Kill the Archvile first and defeat the later Cosmic Baron leader for the Essence Shard.
    1. Clear the arena, kill the Archvile and then the Cosmic Baron leader for the first Essence Shard. Follow the objective through the circular door right of the entry and charge into the bridge puzzle. Cross by rotating the bridge with the spear, climb left and restore its original alignment. Break the lock above it to drop a cube; rotate that cube toward you and throw at its Energy Node. Climb the formed platform and left wall for a Life Sigil.
  9. Blue bridge Life Sigil. After the Cosmic Baron, rotate the bridge, drop the suspended cube with your shield and power its node. Jump from the formed platform to the left-hand climbing wall for this Life Sigil.
    1. Clear the arena, kill the Archvile and then the Cosmic Baron leader for the first Essence Shard. Follow the objective through the circular door right of the entry and charge into the bridge puzzle. Cross by rotating the bridge with the spear, climb left and restore its original alignment. Break the lock above it to drop a cube; rotate that cube toward you and throw at its Energy Node. Climb the formed platform and left wall for a Life Sigil.
  10. Accelerator — Slayer. Destroy the blue Power Core and leave by the shrine-side door. Climb to the Platinum ledge above the three-door chamber and take Accelerator — Slayer on the right.
    1. Return through the blue doors to the floating Power Core. Unlock its floor node with the Blue Key, embed your shield and wait until the orbiting slabs move close. Recall and quickly throw through the gap at the core. Exit beside the shrine, climb the wall and collect five Platinum, then eight on the left of the three-door room’s ledge and Accelerator — Slayer on the right.
  11. Blue Key wall Life Sigil. Clear the three-door room after returning from the blue branch. Facing the central door, activate the right-wall node with your Blue Key and climb its newly assembled walls for the Life Sigil and chest.
    1. Drop and clear the Vagary and Komodo fight. Facing the central door, unlock the right-wall node with the Blue Key and throw at it. Climb the assembled walls to the Life Sigil and fifty-Platinum chest. Enter the yellow door and kill the Cosmic Baron and Hell Knights. Follow the armor, pull down the high scratched slab with the spear and climb across both walls to the lower circular doorway.
  12. Angel piece 1 of 4. In the yellow branch’s moving-block puzzle, ride the first block low. Turn back toward the entrance and dash to the scratched wall for Angel piece 1.
    1. In the yellow-core chamber, take thirteen Platinum on the left near the Master Key door. Pass the yellow-locked gate and shrine through the unlocked door for six more. In the moving-platform puzzle, ride the near left block low, turn back and dash onto the scratched wall for Angel piece 1. Ride the block high and dash right across the bridge to Angel piece 2 and four Platinum.
  13. Angel piece 2 of 4. Ride the first moving block to full height and look right across the rotating bridge. Dash onto the distant upper ledge for four Platinum and Angel piece 2.
    1. In the yellow-core chamber, take thirteen Platinum on the left near the Master Key door. Pass the yellow-locked gate and shrine through the unlocked door for six more. In the moving-platform puzzle, ride the near left block low, turn back and dash onto the scratched wall for Angel piece 1. Ride the block high and dash right across the bridge to Angel piece 2 and four Platinum.
  14. Angel piece 3 of 4. Use the cube and rotated bridge to reach the far puzzle wall. Break the heated lock above the circular secret door for Angel piece 3, eight Platinum and its Life Sigil.
    1. Drop to the far moving block, align the bridge between both blocks and charge the cube across. Stand on the right ledge and rotate the far spear target until the cube faces you; throw at its node. Ride the block high, return to Angel piece 2’s ledge and cross the generated platform opposite its yellow gate. Climb the far wall, recall the shield and break the lock above the circular secret door for Angel piece 3, eight Platinum and a Life Sigil. Outside, turn left toward the stairs for Angel piece 4.
  15. Angel piece 4 of 4. Leave the Angel secret chamber and turn left toward the stairway. Take Angel piece 4 by the stairs before entering the next charge-ring arena.
    1. Drop to the far moving block, align the bridge between both blocks and charge the cube across. Stand on the right ledge and rotate the far spear target until the cube faces you; throw at its node. Ride the block high, return to Angel piece 2’s ledge and cross the generated platform opposite its yellow gate. Climb the far wall, recall the shield and break the lock above the circular secret door for Angel piece 3, eight Platinum and a Life Sigil. Outside, turn left toward the stairs for Angel piece 4.
  16. Cyberdemon Leader Essence Shard. Clear the yellow-branch arena’s Acolytes and demons. The second Cyberdemon to arrive is its essence leader; defeat that marked leader before charging to the Yellow Key platform.
    1. Enter the nearby door, charge through its target and clear the Acolyte arena. Defeat the second Cyberdemon, the leader, for the next Essence Shard. Charge through the ring on the arena’s right to the Yellow Eldritch Key. Drop left to eight loose Platinum and a fifty-Platinum chest, then enter the yellow door.
  17. Archvile toy. After taking the Yellow Key, return through the moving-platform room and follow the five-Platinum trail. Meat Hook above the chasm, turn back and dash twice down right to the Archvile toy’s ledge.
    1. Cross the puzzle room’s upper platform and take the other yellow door beside the Angel secret. Follow five Platinum toward the chasm. Meat Hook up left, turn back and dash twice down right to the Archvile toy. Dash down left to the yellow gate and six Platinum. Unlock the floor node, embed then recall the shield and throw through the exposed gap to destroy the yellow core.
  18. Chasm of Xal’Goroth. Destroy the yellow Power Core by timing a Shield Throw through its moving panels. Take Chasm of Xal’Goroth through the newly opened right door before returning to the main chamber.
    1. Exit right for Chasm of Xal’Goroth and five Platinum. Return to the three-door room, clear its Cosmic Elemental, Acolyte and guards and kill the Agaddon Hunter leader with its Buzzsaw partner for the third Essence Shard. Facing the central doors, unlock the left-wall node with the Yellow Key, throw at it and stand on the lowered platform. Recall your shield to rise, climb the wall and take the fifty-Platinum chest.
  19. Agaddon Hunter Leader Essence Shard. Return to the three-door room after destroying both cores. Clear the Cosmic Elemental, Acolyte and guards, then kill the Agaddon Hunter leader beside the Buzzsaw for the third Essence Shard.
    1. Exit right for Chasm of Xal’Goroth and five Platinum. Return to the three-door room, clear its Cosmic Elemental, Acolyte and guards and kill the Agaddon Hunter leader with its Buzzsaw partner for the third Essence Shard. Facing the central doors, unlock the left-wall node with the Yellow Key, throw at it and stand on the lowered platform. Recall your shield to rise, climb the wall and take the fifty-Platinum chest.
  20. Master Key piece 2 of 4. Pass the collapsing corridor after unlocking the middle door and return via the final launch ring. Take the second Ascension Stone and finish its flashback to receive Master Key fragment 2.
    1. Pass the now-open central door through its changing walls and ceilings. Charge the early target, Shield Jump from the green corpse and jump the outside platforms to the final charge ring. Back in the starting antechamber, open the Blue Key gate on the right for the last fifty-Platinum chest. Take the second Ascension Stone, complete the flashback and return with Master Key piece 2.
  21. Chasm Platinum — 328 ground pickups. Take every route detour before the final Ascension Stone. Relic completion rewards add Platinum separately. Full list (17 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10, Route stage 11, Route stage 12, Route stage 13, Route stage 14, Route stage 15, Route stage 16, Route stage 17.
  22. Chasm music puzzle — ’93 Shotgun appearance. From the Chasm’s watery labyrinth, go back to the five totems by the Deity detour. Count each column’s dots to identify 1 through 5, then shoot 1, 2, 3, 1, 2, 4, 1, 2, 5, 1, 2, 4, 1, 2, 3, 2. The completed tune starts classic music and creates a ’93 Shotgun appearance. For the displayed code, return after the campaign, use the left Master Key door from the three-door room, climb and jump onto the cube to look across its gap.

Purgatory — second Ascension Stone

  1. Marok Letters III. Deposit the second Ascension Stone at the central altar. Descend past the cliff skull, kill the Arachnotron, Hell Knight and Mancubus and climb the wall on the left beneath the skull. Take the page through the opening gate on the uphill right, then proceed through the two right turns to Osseus.

Osseus

  1. Trial of Might. At Osseus arrival, collect Trial of Might inside the starting cave before advancing into the bone-lined desert route.
    1. Take Trial of Might at arrival. Fight down the bone-lined route through the Revenant, Mancubus, Pinky Rider, armored Arachnotron and Cosmic Elemental. Turn right into the dirt building, drop beside its shrine and kill the Whiplash, Imps and Stalkers. Climb the central column and kill the Revenant and Buzzsaw in the next room.
  2. Ravager — Slayer. On the bone bridge, jump to the right-hand island for Platinum. Kill the Lost Souls and Meat Hook higher to the floating platform holding Ravager — Slayer.
    1. At the bone bridge outside, kill the Stalkers and Hell Knight. Jump onto the island on the right for five Platinum, kill the Lost Souls and Meat Hook higher for the Ravager appearance. Return to the bridge, enter the castle and go around the first Blue Skull gate for Sword piece 1.
  3. Sword piece 1 of 4. Cross the bone bridge to the castle. Enter the first Blue Skull building and go around its locked gate for Sword piece 1 before exploring the plaza.
    1. At the bone bridge outside, kill the Stalkers and Hell Knight. Jump onto the island on the right for five Platinum, kill the Lost Souls and Meat Hook higher for the Ravager appearance. Return to the bridge, enter the castle and go around the first Blue Skull gate for Sword piece 1.
  4. Sword piece 2 of 4. Return through the castle building’s entrance and turn right to the green corpse. Jump over its wall, kill the three Hell Knights and collect Sword piece 2 with the Platinum.
    1. Leave by the entrance and turn right around the corner. Shield Jump from the green corpse over the wall, kill the three Hell Knights and take ten Platinum and Sword piece 2. Pull the lever to release a spear target outside, Meat Hook up for a Life Sigil and drop toward the Warlock’s sandstorm.
  5. Outer castle Life Sigil. Pull the lever in the three-Hell-Knight secret to release a spear target outside. Meat Hook up to the Life Sigil before dropping into the Warlock’s sandstorm plaza.
    1. Leave by the entrance and turn right around the corner. Shield Jump from the green corpse over the wall, kill the three Hell Knights and take ten Platinum and Sword piece 2. Pull the lever to release a spear target outside, Meat Hook up for a Life Sigil and drop toward the Warlock’s sandstorm.
  6. Sword piece 3 of 4. Clear the sandstorm fight and find the shrine near the two-skull gate. Pass the neighboring building’s stairs and search behind its arches for Sword piece 3.
    1. Kill the Warlock and its guards, then clear the Cacodemon, Arachnotron, Whiplash, Revenant, Pinky Rider, Komodo, Buzzsaw and second Warlock. Check the two-skull Citadel gate. Beside the shrine, pass the nearby building’s stairs and search behind its arches for Sword piece 3. Return to the shrine and go right; enter the gaps on the right for Sword piece 4 and kill the spawned armored Arachnotron.
  7. Sword piece 4 of 4. From the plaza shrine, take the right path and enter the gaps in the right-hand wall. Collect Sword piece 4 and defeat the armored Arachnotron that appears.
    1. Kill the Warlock and its guards, then clear the Cacodemon, Arachnotron, Whiplash, Revenant, Pinky Rider, Komodo, Buzzsaw and second Warlock. Check the two-skull Citadel gate. Beside the shrine, pass the nearby building’s stairs and search behind its arches for Sword piece 3. Return to the shrine and go right; enter the gaps on the right for Sword piece 4 and kill the spawned armored Arachnotron.
  8. Whiplash toy. After the Blue Skull gate-and-cube puzzle, return to the chapel’s upper floor. Drop, activate the shield device below and climb back to the exposed toy ledge. Kill the Whiplash that steals the pickup to receive its toy.
    1. Climb the cube to the roof and go past the left-hand armor trail for sixteen Platinum in the corner. Return, kill the Stalker and break the wall to the chapel’s upper floor. Drop into the chapel and activate the previously noted shield mechanism, climb back up and jump to the toy pickup. Kill the Whiplash that takes it to receive the Whiplash toy.
  9. Osseus chandelier-room weapon appearance. Open the Blue Skull building behind the plaza arches. Rotate its chandelier to reach the upper Platinum corner, then rotate twice more toward the window and climb outside for the weapon appearance.
    1. Return to the shrine’s plaza and kill the Archvile and Vagary. Open the Blue Skull gate in the building behind the arches. Rotate its chandelier with the spear so its Shield Jump corpse faces the corner away from the window; jump up for eight Platinum. Rotate twice more to the window corner and climb outside for the Shredder appearance.
  10. Crypt gate Life Sigil. Descend the first Blue Skull elevator to the crypt’s Arachnotron room. Break the shield lock along the lower path, circle back to the upper ledge and jump through the newly opened gate to its Life Sigil.
    1. Return uphill to the first Blue Skull building, open its gate and descend. Kill the Mancubus, Revenant and rushing Imps, then drop into the Arachnotron room. Break the shield lock down the lower path, circle back upstairs and dash to the opened Life Sigil gate. From the upper platform near the entrance, follow the right wall to its hole and Meat Hook and dash inside for five Platinum and Osseus.
  11. Osseus. Before leaving the Arachnotron crypt room, follow the upper platform’s right wall to its small hole. Meat Hook and dash inside for Osseus and five Platinum.
    1. Return uphill to the first Blue Skull building, open its gate and descend. Kill the Mancubus, Revenant and rushing Imps, then drop into the Arachnotron room. Break the shield lock down the lower path, circle back upstairs and dash to the opened Life Sigil gate. From the upper platform near the entrance, follow the right wall to its hole and Meat Hook and dash inside for five Platinum and Osseus.
  12. Pinky Rider Leader Essence Shard. In the large lower fight before the ring puzzle, clear the enemies until the final Pinky Rider essence leader appears. Kill that leader after the Buzzsaw to receive the upgrade.
    1. Follow the lower slope into the large arena. Clear the leaders and guards, then defeat the Pinky Rider essence leader after the Buzzsaw arrives. Before leaving beside the Master Key door, turn back to the drop point for five Platinum. Take the right path for five more, then reach the two-ring puzzle.
  13. Urn piece 1 of 3. After solving the two-ring puzzle for the Red Skull, return to the plaza and open the Citadel with both skulls. Take Urn piece 1 immediately ahead.
    1. Ride the skull’s elevator back to the bone bridge. Return to the plaza, kill its Pinky Riders, Arachnotron and Mancubus and open the Citadel with both skulls. Take Urn piece 1 straight ahead and the Life Sigil to the right. In the next chamber, take the left door for Urn piece 2, then return and follow the armor down the floor hole.
  14. Urn piece 2 of 3. Inside the Citadel, enter the next chamber and take the left door first. Collect Urn piece 2, then return to the other passage and its armor-lined floor hole.
    1. Ride the skull’s elevator back to the bone bridge. Return to the plaza, kill its Pinky Riders, Arachnotron and Mancubus and open the Citadel with both skulls. Take Urn piece 1 straight ahead and the Life Sigil to the right. In the next chamber, take the left door for Urn piece 2, then return and follow the armor down the floor hole.
  15. Urn piece 3 of 3. Clear the Citadel crypt’s Nightmare enemies. Circle behind its escape wall before climbing for Urn piece 3; afterward climb to the last Platinum and shrine.
    1. Clear the armored Hell Knight, Arachnotron and Nightmare Stalker, Revenant and Whiplash in the crypt. Before climbing the escape wall, circle behind it for Urn piece 3. Climb, collect the last five Platinum, open the shortcut and use the shrine. Your ground counter reaches 253.
  16. Citadel Life Sigil. Through the Citadel’s two-skull gate, take the Life Sigil on the right before following the Urn route into the crypt.
    1. Ride the skull’s elevator back to the bone bridge. Return to the plaza, kill its Pinky Riders, Arachnotron and Mancubus and open the Citadel with both skulls. Take Urn piece 1 straight ahead and the Life Sigil to the right. In the next chamber, take the left door for Urn piece 2, then return and follow the armor down the floor hole.
  17. Whiplash Leader Essence Shard. After the final Osseus arena’s Archvile dies, defeat the Whiplash leader in the back with its turret and demon guards. The reward is your second essence upgrade in Osseus.
    1. Drop into the final arena and clear the Buzzsaw and mixed guards, then the Archvile. Kill the Whiplash leader in the back with its Mancubus, Hell Knight and turret guards for the final Essence Shard. Take the third Ascension Stone, complete the hospital flashback and receive Master Key piece 3 before returning to Purgatory.
  18. Master Key piece 3 of 4. Collect Osseus’ Ascension Stone after the Whiplash leader. Finish the hospital flashback and take Master Key fragment 3 as the return scene ends.
    1. Drop into the final arena and clear the Buzzsaw and mixed guards, then the Archvile. Kill the Whiplash leader in the back with its Mancubus, Hell Knight and turret guards for the final Essence Shard. Take the third Ascension Stone, complete the hospital flashback and receive Master Key piece 3 before returning to Purgatory.
  19. Osseus Platinum — 253 ground pickups. Collect the dirt-building, roof, gate-puzzle and crypt detours below. Relic completion rewards are separate. Full list (16 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10, Route stage 11, Route stage 12, Route stage 13, Route stage 14, Route stage 15, Route stage 16.

Purgatory — Praetor Suit

  1. Slayer Confessional III. Return from Osseus with the third Ascension Stone. Take the right-hand gate beside its portal and collect Slayer Confessional III just beyond it.
    1. After Osseus, take the newly opened right gate beside its portal for Slayer Confessional III. Go uphill, climb the right wall and continue right past the left gap for Journal of the Architect IV. Return to the gap, jump and climb the opposite wall and proceed uphill through the gate to the fallen ally’s scene.
  2. Journal of the Architect IV. From the Osseus return gate, climb the right wall at the slope’s end. Continue right past the left gap to Journal of the Architect IV before crossing toward Marok.
    1. After Osseus, take the newly opened right gate beside its portal for Slayer Confessional III. Go uphill, climb the right wall and continue right past the left gap for Journal of the Architect IV. Return to the gap, jump and climb the opposite wall and proceed uphill through the gate to the fallen ally’s scene.
  3. Sentinel Log II. Defeat Marok’s three phases at the central portal. Return through the Architect’s arches, descend and enter the farthest left gateway for Sentinel Log II.
    1. Return through the Architect’s arches, descend and take the farthest, third left gateway for Sentinel Log II. Enter the nearby gate after checking your detours: proceeding closes Purgatory access until Uprising ends, then restores it. Accept the warning and finish the scene to receive the Praetor Suit before Uprising.
  4. Praetor Suit. Past Sentinel Log II, accept the departure warning and follow the gate’s scene. You receive the Praetor Suit before entering Uprising; Purgatory access returns after the finale.
    1. Return through the Architect’s arches, descend and take the farthest, third left gateway for Sentinel Log II. Enter the nearby gate after checking your detours: proceeding closes Purgatory access until Uprising ends, then restores it. Accept the warning and finish the scene to receive the Praetor Suit before Uprising.
    Watch out: You can return to Purgatory after finishing Uprising. Take its earlier detours first if you want to avoid a later return.

Uprising

  1. Plan Ash. After exposing the truth in the throne room, clear the courtyard and take the street on the castle’s left. Collect Plan Ash farther along that street’s left edge beside the Platinum.
    1. Facing the castle, take the left street. Collect three Platinum on the left, then Plan Ash and four Platinum farther along the left side. Before climbing the next wall, follow its right edge behind it for sixteen Platinum. Climb and take the corridor right of the shrine downstairs to the fifty-Platinum chest, then return for five Platinum by the shrine.
  2. Warlock Leader Essence Shard. At Uprising’s first large arena, clear the Archvile and mixed waves. Kill the Warlock leader after its shield drops for the first Essence Shard.
    1. Drop into the large arena and kill the Archvile, Vagary, Cosmic Elemental and guards. Defeat the Warlock leader for the first Essence Shard. Take the only forward route to five Platinum and a lever. Pull it and ride the adjacent elevator for the Cycler appearance. Kill the three Hell Knights and return down.
  3. Cycler — Slayer. Beyond the Warlock arena, collect the five Platinum by the lever and operate it. Ride the adjacent elevator to the Cycler appearance and kill the three Hell Knights before descending.
    1. Drop into the large arena and kill the Archvile, Vagary, Cosmic Elemental and guards. Defeat the Warlock leader for the first Essence Shard. Take the only forward route to five Platinum and a lever. Pull it and ride the adjacent elevator for the Cycler appearance. Kill the three Hell Knights and return down.
  4. Dagger piece 1 of 2. Clear the rectangular room and pass its Red Keycard gate to the second shrine. Follow the right passage for Dagger piece 1 beside the route to the flame totems.
    1. Clear the rectangular room’s Buzzsaw, Stalkers, Baron and Mancubi. Pass the locked Red Keycard door and take three Platinum left of the next shrine. Follow the right path for Dagger piece 1, shoot the flame totems and collect three Platinum on their floor. Before going outside opposite the Platinum, take the inside stairs for Dagger piece 2 and kill the two Hell Knights.
  5. Dagger piece 2 of 2. Shoot the totems and collect their floor Platinum. Before using the opposite outside door, take the interior stairs for Dagger piece 2, then deal with the Hell Knights.
    1. Clear the rectangular room’s Buzzsaw, Stalkers, Baron and Mancubi. Pass the locked Red Keycard door and take three Platinum left of the next shrine. Follow the right path for Dagger piece 1, shoot the flame totems and collect three Platinum on their floor. Before going outside opposite the Platinum, take the inside stairs for Dagger piece 2 and kill the two Hell Knights.
  6. Vagary Leader Essence Shard. Past the courtyard’s left-wall chest detour, follow the main corridor to the isolated armored Vagary. Defeat the marked leader to receive Uprising’s second Essence Shard.
    1. Outside, kill the shield soldiers and Mancubus and search the corner beyond it for twelve Platinum. Return to the entrance and charge the left-wall shield mark for the fifty-Platinum secret chest. Follow the objective to the armored Vagary leader and kill it for the second Essence Shard.
  7. Argent D’Nur. At the third shrine and flame totems, collect the upper-right chest first. Drop just one floor for Argent D’Nur and five Platinum before descending into the next fight.
    1. Go upstairs through the Stone Imps and collect eight Platinum on the left. Kill the Blighted Knight and turn right into the shrine room. Shoot the totems but stay upstairs, taking the upper-right path to the fifty-Platinum chest. Return and drop only one floor for five Platinum and Argent D’Nur.
  8. Warlock toy. Below Argent D’Nur, clear the Mancubus and Stalkers, climb the wall on the left and turn back. Charge the opposite breakable wall and drop to the Warlock toy and Megasphere.
    1. Drop to the Mancubus and Stalkers. Climb the left wall, turn back and charge through the opposite wall to the Warlock toy and Megasphere. Return upstairs and kill the empowered Agaddon Hunter, Nightmare Whiplash and soldier enforcer, then the Cyberdemon. In the second square room, face back toward the entrance and pull the switch beside the doorway for the Life Sigil and Megasphere secret.
  9. Square-room Life Sigil. After the empowered Hunter and Cyberdemon fight, stand in the second square room and face back toward its entry. Use the doorway switch for the Life Sigil secret before continuing.
    1. Drop to the Mancubus and Stalkers. Climb the left wall, turn back and charge through the opposite wall to the Warlock toy and Megasphere. Return upstairs and kill the empowered Agaddon Hunter, Nightmare Whiplash and soldier enforcer, then the Cyberdemon. In the second square room, face back toward the entrance and pull the switch beside the doorway for the Life Sigil and Megasphere secret.
  10. Axe piece 1 of 3. Near the soldiers’ upstairs door, turn left and follow the carpet to Axe piece 1. Take it before using the Red Keycard route.
    1. Continue past four Platinum and climb the stairs. Before using the door by the soldiers, follow the carpet left for Axe piece 1. Turn back, break the shield chain in the wall and Meat Hook the upper-right target to open the gate. Enter, climb the short wall on the left for Axe piece 2 and follow the right path outside for Axe piece 3. Kill the Whiplash, Stone Imps and Blighted Knight.
  11. Axe piece 2 of 3. From Axe piece 1, turn back and break the shield chain, then use the high-right spear target. Pass the opened gate and climb the short wall on the left for Axe piece 2.
    1. Continue past four Platinum and climb the stairs. Before using the door by the soldiers, follow the carpet left for Axe piece 1. Turn back, break the shield chain in the wall and Meat Hook the upper-right target to open the gate. Enter, climb the short wall on the left for Axe piece 2 and follow the right path outside for Axe piece 3. Kill the Whiplash, Stone Imps and Blighted Knight.
  12. Axe piece 3 of 3. After the Axe gate’s left-hand fragment, turn back and follow the passage outside for Axe piece 3. Kill the Whiplash, Stone Imps and Blighted Knight before returning through the shortcut.
    1. Continue past four Platinum and climb the stairs. Before using the door by the soldiers, follow the carpet left for Axe piece 1. Turn back, break the shield chain in the wall and Meat Hook the upper-right target to open the gate. Enter, climb the short wall on the left for Axe piece 2 and follow the right path outside for Axe piece 3. Kill the Whiplash, Stone Imps and Blighted Knight.
  13. Cyberdemon Leader Essence Shard. Use the Red Keycard to return to the rectangular battle room. Kill the later Cyberdemon essence leader after the first Cyberdemon and Cosmic Elemental waves, before collecting Berserk.
    1. Return through the opened shortcut and take the Red Keycard from the body on the main route. Open the left gate and drop back into the rectangular arena. Clear the first Cyberdemon, Cosmic Elemental and guards, then the Cyberdemon essence leader. Take Berserk from the center and melee the incoming Mancubi, Stalkers, Imps and Hell’s Champions until the fight ends.
  14. Master Key piece 4 of 4. After the Berserk battle, pass the last Red Keycard gate and defeat both Henchman phases. The closing campaign scenes grant the fourth fragment and assemble your Master Key.
    1. Continue after the first health bar into the larger arena. Avoid the corrupted patches of ground and the added skull projectiles, use your BFC bolts and keep damaging Belias between dodges. Finish both phases and the closing scenes. You receive Master Key piece 4, assemble the key, unlock the final Chain Spear and suit tiers and return to Purgatory.
  15. Uprising Platinum — 222 ground pickups. Finish the shrine, wall and upstairs detours before the last boss. Relic rewards add Platinum separately. Full list (11 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10, Route stage 11.

Purgatory — Wheel and Relief completion

  1. Message from the Architect. After Uprising, collect Message from the Architect on the central platform opposite Purgatory’s portal. Take it before starting the Wheel and Master Key cleanup.
    1. After Uprising, take Message from the Architect on the circular platform opposite the central portal. Return toward the home, turn right before its arches, climb the snowy slope and jump the gap to the Wheel. Throw the shield at one ring’s target to rotate it, recall to stop at a symbol, repeat for the other rings and pull the lever after the three symbols match a code.
  2. Relief piece 4 of 5. At the Wheel, enter the code found inside the keep opposite the rotating booster. Use its teleport past the closed keep gate and collect Relief piece 4 before opening the shortcut.
    1. For Relief piece 4, copy the three-symbol code found inside the keep through the heated-lock gate opposite the rotating booster, near the Hell’s Core portal. Align those same symbols in the Wheel’s top bracket and pull its lever. Cross the extended bridge into the teleport and take the piece behind the keep’s gate; open that gate for a shortcut.
  3. Relief piece 5 of 5. Use the code on the pillar left around the Wheel to teleport to its upper ledge. Charge the cube aside for eight Platinum and take Relief piece 5 by the gate in the opposite direction.
    1. For Relief piece 5, go left around the Wheel to the pillar beside the visible upper ledge and copy its code. Enter that code at the Wheel and teleport to the ledge. Charge the cube down to uncover eight Platinum, then go the opposite way to the heated-lock gate and take Relief piece 5. Assembling all five grants 300 Platinum.
  4. Last Purgatory Platinum — 58. Finish Purgatory’s ground Platinum with eight behind the Wheel-code ledge’s cube and fifty in the skull-cliff cave reached by the last Wheel code. Relic completion payouts do not affect this 280-pickup counter.
    1. For Relief piece 5, go left around the Wheel to the pillar beside the visible upper ledge and copy its code. Enter that code at the Wheel and teleport to the ledge. Charge the cube down to uncover eight Platinum, then go the opposite way to the heated-lock gate and take Relief piece 5. Assembling all five grants 300 Platinum. For the last fifty-Platinum chest, use the Wheel code with two X-shaped symbols followed by the double-stroke symbol as displayed in the code. Its teleport reaches the cave near the cliff skull beyond the locked gate. Break the chest to finish Purgatory’s 280 ground Platinum. Return to the hub for Master Key cleanup.

Purgatory — Master Key

  1. Restored Shield Rune. With the completed Master Key, enter the drained pit between the Architect’s home and portal. Follow the slope inside and dip your shield into the central well to restore its rune.
    1. With the Master Key assembled after Uprising, drop into the drained pit between the portal and the Architect’s home. Follow its slope into the chamber and interact with the central well to restore your Shield Saw and rune to full strength.
  2. Chain Spear — Sanguine. Open the upper snowy walkway’s Master Key gate. Charge the movable wall twice across its tracks and climb the far side for six Blood Iron and Chain Spear — Sanguine.
    1. At the hub’s portal, climb the wall on the left, turn left on the upper walkway and follow the snow toward the keep. Open the Master Key door on the right and climb the stairs to the crossing tracks. Follow the armor behind the movable wall on the left and charge it twice across the tracks. Climb its far side to six Blood Iron and Chain Spear — Sanguine.
  3. Marok toy. Move the track wall back to center, rotate it and push to the opposite ledge. Power its booster with the distant node and dash into the far-left upper corner for the Marok toy and twelve Blood Iron.
    1. Drop, charge the wall back to the center, rotate it once with the spear and charge it to the ledge opposite the entry. Climb, turn back slightly right and embed the shield in the Energy Node to activate the booster. Launch across the room and dash left into the opposite corner for twelve Blood Iron and the Marok toy.
  4. Purgatory Blood Iron — 68. Collect Purgatory’s six Blood Iron along the raised track-wall walkway, twelve in the Marok toy corner and fifty in the chest reached through the keep’s wall opening. These ground pickups total 68. Full list (4 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4.

Hell’s Core — Master Key

  1. ’93 Shotgun piece 1 of 4. After Uprising, open the right starting Master Key door in Hell’s Core. Finish the Underhalls Classic Encounter with the shotgun to receive its ’93 Shotgun component.
    1. At the two Master Key doors near the initial battery pedestal, open the right door for the Underhalls Classic Encounter. Fight through the shotgun-only level, take the Chainshot appearance where its Super Shotgun pickup would stand and finish the encounter for ’93 Shotgun piece 1. Return and open the other Master Key door.
  2. Chainshot — Slayer. Inside Hell’s Core’s Underhalls Classic Encounter, take the appearance from the familiar Super Shotgun pickup spot before using the exit. Its weapon is the Chainshot.
    1. At the two Master Key doors near the initial battery pedestal, open the right door for the Underhalls Classic Encounter. Fight through the shotgun-only level, take the Chainshot appearance where its Super Shotgun pickup would stand and finish the encounter for ’93 Shotgun piece 1. Return and open the other Master Key door.
  3. Shield piece 1 of 3. Open the other starting Master Key door and enter the large arena. On the upper right, collect five Blood Iron and climb its nearby wall to Shield piece 1.
    1. Follow the path right into the arena. Take five Blood Iron on the upper right and climb the nearby wall for Shield piece 1. Clear the Mancubi, Agaddon Hunter, Cyberdemon and guards and kill the Warlock leader for its Essence Shard. Return to the entry ledge and Shield Jump from the green corpse above and behind it for the Life Sigil.
  4. Shield piece 2 of 3. From the Shield arena’s right-hand small booster platform, spear to the airborne target without launching. Steer left and dash onto the hidden side path for Shield piece 2 and ten Blood Iron.
    1. Drop right to the small booster platform but do not launch. Meat Hook the airborne target, steer left and dash onto the tucked-away path for ten Blood Iron and Shield piece 2. Break its wall to return. In the lower arena, inspect the right wall near the next booster and charge its shield mark. Drop to Shield piece 3 and break the next wall to return toward the exit.
  5. Shield piece 3 of 3. In the Shield arena’s lower section, inspect the right wall near the booster. Charge its shield mark and drop into the long side pit for Shield piece 3, then break the exit wall.
    1. Drop right to the small booster platform but do not launch. Meat Hook the airborne target, steer left and dash onto the tucked-away path for ten Blood Iron and Shield piece 2. Break its wall to return. In the lower arena, inspect the right wall near the next booster and charge its shield mark. Drop to Shield piece 3 and break the next wall to return toward the exit.
  6. Master arena upper Life Sigil. After clearing the Shield arena, return to its entrance ledge. Look up and behind it for the green corpse and Shield Jump to the Life Sigil.
    1. Follow the path right into the arena. Take five Blood Iron on the upper right and climb the nearby wall for Shield piece 1. Clear the Mancubi, Agaddon Hunter, Cyberdemon and guards and kill the Warlock leader for its Essence Shard. Return to the entry ledge and Shield Jump from the green corpse above and behind it for the Life Sigil.
  7. Warlock endgame Leader Essence Shard. Defeat Hell’s Core’s endgame Warlock leader in the Shield Relic arena. Clear its empowered demons first so its protection drops; this reward funds an ordinary suit upgrade.
    1. Follow the path right into the arena. Take five Blood Iron on the upper right and climb the nearby wall for Shield piece 1. Clear the Mancubi, Agaddon Hunter, Cyberdemon and guards and kill the Warlock leader for its Essence Shard. Return to the entry ledge and Shield Jump from the green corpse above and behind it for the Life Sigil.
  8. Hell’s Core Ritual of Power. Beyond the Shield arena’s Buzzsaw and icy slope, activate the left-hand Ritual of Power in the cage chamber. Destroy all six Gore Nests; use the detailed booster and Berserk circuit below.
    1. Kill the Buzzsaw along the right exit, descend the icy slope into the cage room and activate the Ritual of Power on the left. Its Gold target is all six Gore Nests in under three minutes. Use the first booster, kill the Arachnotron, two left Stalkers and Hell Knight to clear nest 1, then spear across the opened gate’s gap and run past fodder to nest 2. Kill nest 2’s three Mancubi and two Hell Knights. Use its rear booster, take the Megasphere and next booster and dash straight to the Hell Knights and Stalkers at nest 3. Through its left gate, climb and spear up left, then spear left again to Berserk and nest 4.
    2. Melee the Pinky Rider and guards, turn back to the upper-right target for nest 5 and kill its Arachnotron and Stalkers. Spear left to the next Berserk, go forward and right around the castle and drop to kill the Baron at nest 6. Earn Gold for this area’s Astral Key fragment; lower ranks still satisfy Time is Money. Retry as needed and adjust damage settings if desired. At the Ritual room, climb the lower crate to the upper one and dash forward through the arch for five Blood Iron. Return and pull the upper crate toward its closed door with the spear.
  9. Astral Key — Hell’s Core Ritual. Complete Hell’s Core’s six-Gore-Nest Ritual with Gold in under three minutes. The timer reward provides this Astral Key fragment; a lower medal only supplies its currency rewards.
    1. Earn Gold for this area’s Astral Key fragment; lower ranks still satisfy Time is Money. Retry as needed and adjust damage settings if desired. At the Ritual room, climb the lower crate to the upper one and dash forward through the arch for five Blood Iron. Return and pull the upper crate toward its closed door with the spear.
  10. Hell’s Core Praetor Fight. From the outer castle walls, cross the second Master Key door and islands to the flame cannon’s cave. Charge through its shield gate, reacquire the BFC and activate the suit statue for the Praetor Fight.
    1. Clear the Cyberdemon and Arachnotrons, open the Master Key door straight ahead and collect five Blood Iron. Kill the Mancubi among the island barrels, cross the platforms to the flame cannon’s cave and charge the shield door. Reacquire the BFC, kill the Blighted Knight and activate the suit statue for the Praetor Fight. Clear the Vagary, Hell Knights, Arachnotrons, Buzzsaw, Pinky Rider, Nightmare Revenants, Cosmic Elemental and Blighted Knight. Kill remaining guards near the leader to remove its shield, then defeat the armored Vagary leader. You receive a Praetor Essence and this area’s second Astral Key fragment. Choose Explore afterward to finish the pickups.
  11. Hell’s Core Praetor Essence. At Hell’s Core’s suit statue, clear the demon waves and exposed armored Vagary leader. Victory grants the Praetor Essence used for an ultimate suit upgrade.
    1. Clear the Vagary, Hell Knights, Arachnotrons, Buzzsaw, Pinky Rider, Nightmare Revenants, Cosmic Elemental and Blighted Knight. Kill remaining guards near the leader to remove its shield, then defeat the armored Vagary leader. You receive a Praetor Essence and this area’s second Astral Key fragment. Choose Explore afterward to finish the pickups.
  12. Astral Key — Hell’s Core Praetor. Win the Hell’s Core Praetor Fight beside the reacquired BFC. Defeating the armored Vagary leader supplies this Astral fragment alongside its suit essence.
    1. Clear the Vagary, Hell Knights, Arachnotrons, Buzzsaw, Pinky Rider, Nightmare Revenants, Cosmic Elemental and Blighted Knight. Kill remaining guards near the leader to remove its shield, then defeat the armored Vagary leader. You receive a Praetor Essence and this area’s second Astral Key fragment. Choose Explore afterward to finish the pickups.
  13. The Henchman toy. Fast travel to Fortress of the Flayed and route the fire cart toward the shrine-track ice wall. Inside the melted room, Shield Jump up right to the Henchman toy, then clear the ambush.
    1. Look up right inside that opened ice room and Shield Jump to the adjacent chamber for the Henchman toy. Kill the Stalkers, Stone Imps, Hell Knights and Agaddon Hunter. Fast travel to Soul-Vein Excavator, follow the main route through the fights to the first Archvile arena and charge its formerly locked shield wall for the final fifty-Blood-Iron chest. The ground counter reaches 159; use its shrine to return to Purgatory.
  14. Hell’s Core Blood Iron — 159. Sweep Hell’s Core’s five Master Key branches for 159 ground Blood Iron. Include the starting shield wall, both cage-room crate alcoves, the flame-cart ice rooms and the last Excavator shield-door chest. Shield completion and Ritual rewards add currency separately. Full list (12 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10, Route stage 11, Route stage 12.

Chasm of Xal’Goroth — Master Key

  1. Cosmic Elemental toy. Open the Chasm’s left Master Key branch to the yellow-core room, then its upstairs door. Touch the toy pedestal, collect the maze’s Blood Iron and exit at the lower-right corner for the Cosmic Elemental toy.
    1. Take the right upstairs Master Key door and touch the Cosmic Elemental toy pedestal. In its overhead maze, collect eighteen Blood Iron, avoid the flame and crusher traps and leave through the lower-right exit for the actual Cosmic Elemental toy. Return past the shrine and bone gate to the three-door chamber.
  2. Astral approach Life Sigil. Ride the main chamber’s left Energy Node platform and use its Master Key portal. Clear the Hybrids, descend the stairs and take the Life Sigil on the broken platform to the left.
    1. Embed the shield in the left Energy Node to lower the platform, stand on it and recall the shield to rise to the Master Key door and portal. Kill the Cacodemon Hybrids after arriving and descend to the Life Sigil on the left broken platform. To the stairs’ right, Shield Jump from the green corpse for eight Blood Iron. Meat Hook right to the next platform, spear forward and switch to the shield midair to charge through the left ring.
  3. Cannon Fodder Ritual of Power. After the exterior portal’s spear-and-charge-ring route, clear the Battle Knight chamber. Follow its short right side passage and use the left Master Key door beside the return portal for Cannon Fodder.
    1. Climb the stairs, pass the circular door and linear corridor and drop into the Mancubus, Whiplash and Battle Knight fight. Open the right Master Key door for five loose Blood Iron and a fifty-Blood-Iron chest. Return and take the short right side passage to the larger room. Leave the homeward portal on the right and open the left Master Key door for the Cannon Fodder Ritual. In Cannon Fodder, destroy all five marked cannons within three minutes for Gold. Choose either direction and continue around the circuit, ignoring fodder between targets. Kill each cannon’s mid-tier guards and charge the cannon as soon as its protection drops. Gold earns the Astral fragment and both lower-rank currency payouts.
    2. Return through the portal to the three-door chamber.
  4. Astral Key — Chasm Ritual. In the Cannon Fodder Ritual, charge all five cannons after defeating their guards. Finish within three minutes for Gold and the Chasm’s Ritual Astral fragment.
    1. In Cannon Fodder, destroy all five marked cannons within three minutes for Gold. Choose either direction and continue around the circuit, ignoring fodder between targets. Kill each cannon’s mid-tier guards and charge the cannon as soon as its protection drops. Gold earns the Astral fragment and both lower-rank currency payouts. Return through the portal to the three-door chamber.
  5. ’93 Shotgun piece 2 of 4. From the Chasm’s main chamber, activate the right Energy Node and climb both walls. Open the upper-left Master Key door and complete its teleporter-and-keycard Classic Encounter for ’93 Shotgun piece 2.
    1. Climb the stairs toward the blocked central doors and activate the node on the right. Climb both generated walls and turn left to the Master Key Classic Encounter door. In the shotgun-only level, kill the Stalkers and use the right corner teleporter. Clear the small maze and use the monster-closet switch near its teleporter to lower the wall, then teleport onward. At the triangular platform, operate its four base switches to raise the nearby floor. Use the switches on that raised floor’s side to lower it, step aboard and ride back up. Run across to the Grenade Launcher appearance on the triangular ledge.
    2. Return to the movable floor, continue up and down the passages and operate both corner switches beside the two teleporters. Use the rightmost teleporter, kill its Stalker and activate the wall to lower it. Clear the larger room and take the Yellow Keycard in its corner. Teleport back to the entrance and use the left teleporter. Open the yellow wall, kill the demons and take the Blue Keycard on the left. Use platform switches to leave the damaging floor, then lower the right room’s platform and run to the Red Keycard. Return to its entry teleporter, open both colored walls, teleport to the small room and drop into its corner pit for ’93 Shotgun piece 2.
    Watch out: Finish the Chasm Classic Encounter on its first entry. Avoid re-entering it a second time within the same loaded Chasm visit; a repeat-entry progression fault can block completion.
  6. Grenade Launcher — Slayer. Inside the Chasm Classic Encounter, use the triangular platform’s four switches to raise the nearby floor. Lower and ride that floor, then run onto the triangular ledge for the Grenade Launcher appearance.
    1. At the triangular platform, operate its four base switches to raise the nearby floor. Use the switches on that raised floor’s side to lower it, step aboard and ride back up. Run across to the Grenade Launcher appearance on the triangular ledge. Return to the movable floor, continue up and down the passages and operate both corner switches beside the two teleporters.
  7. Komodo endgame Leader Essence Shard. During Chasm Master Key cleanup, return via the yellow-core room to the moving-block puzzle. Booster through its yellow gate and charge-ring route, then kill the Komodo leader after the Cyberdemon and Warlocks.
    1. Back in the three-door chamber, open the right Master Key door, take five Blood Iron, climb and charge the wall. Turn right into the yellow Power Core room and clear its Nightmare Revenant and Stalkers. Pass through the bone gate near the shrine, spear across both targets and dash down right to the moving-platform chamber. Cross its upper bridge and booster through the yellow door, then charge the ring. Kill the Buzzsaw, Cyberdemon and two Warlocks in the arena, then the Komodo leader for the endgame Essence Shard. Return by the same route to the yellow Power Core room and enter its Master Key portal.
    2. Upstairs at arrival, ignore the right return portal and take the other Master Key door down to the Cyberdemon leader with its empowered Revenant and Battle Knight.
  8. Reliquary piece 1 of 2. Clear the Cyberdemon and empowered guards beyond the yellow-core Master Key portal. Power the distant node from the entrance pressure plate and descend into the raised bridge’s pit for Reliquary piece 1.
    1. Clear them, stand on the entrance pressure plate and throw at the newly exposed distant node. Drop into the pit left by its raised bridge for Reliquary piece 1. Charge the wall, follow five Blood Iron and booster up to a fifty-Blood-Iron chest. Operate the next corridor’s device to open the door, then return to the pressure plate and take the newly opened circular door on the left for five Blood Iron and the cube.
  9. Reliquary piece 2 of 2. Solve the Reliquary chamber’s pressure-plate and cube bridge, then climb outside. Drop beside the next climbable wall for five Blood Iron and climb at the line’s end to Reliquary piece 2 on the right.
    1. Charge the cube across to the wall right of the pressure plate. Stand on the plate again, embed the shield in the node and climb the cube and wall. Cross the raised bridge left and climb outside. At the next far climbing wall, drop into the gap instead for five Blood Iron, climb at its end and turn right for Reliquary piece 2.
  10. Chasm Praetor Fight. After the Reliquary detour, backtrack to the left climbing wall and follow the armor through its booster. Collect the last Blood Iron and activate the suit-carved stone for the Chasm Praetor Fight.
    1. Backtrack and climb the wall on the left that you passed. Follow the armor to the booster, land and kill the Hell Knights, then collect the last eight Blood Iron for 164. Activate the suit-carved stone and clear the Praetor Fight. Use empowered Throw on the Warlocks and flying demons, parry the Komodo, Hunter and Cyberdemon, then defeat the Warlock leader for the Praetor Essence and this area’s second Astral Key fragment. Return through a shrine when finished.
  11. Chasm Praetor Essence. Clear the Chasm suit statue’s Praetor encounter and defeat the Warlock leader. You receive its Praetor Essence for an ultimate suit node after the arena ends.
    1. Backtrack and climb the wall on the left that you passed. Follow the armor to the booster, land and kill the Hell Knights, then collect the last eight Blood Iron for 164. Activate the suit-carved stone and clear the Praetor Fight. Use empowered Throw on the Warlocks and flying demons, parry the Komodo, Hunter and Cyberdemon, then defeat the Warlock leader for the Praetor Essence and this area’s second Astral Key fragment. Return through a shrine when finished.
  12. Astral Key — Chasm Praetor. Win the Chasm Praetor Fight beyond the Reliquary puzzle and outside booster. Its Warlock leader drops the challenge’s Astral Key fragment when the battle finishes.
    1. Backtrack and climb the wall on the left that you passed. Follow the armor to the booster, land and kill the Hell Knights, then collect the last eight Blood Iron for 164. Activate the suit-carved stone and clear the Praetor Fight. Use empowered Throw on the Warlocks and flying demons, parry the Komodo, Hunter and Cyberdemon, then defeat the Warlock leader for the Praetor Essence and this area’s second Astral Key fragment. Return through a shrine when finished.
  13. Chasm Blood Iron — 164. Take the Chasm’s 164 ground Blood Iron through the toy maze, launch-ring corridor, Master Key chest branch and Reliquary bridge puzzle. Finish with the upper Praetor approach’s eight pieces after killing the Hell Knights. Full list (13 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10, Route stage 11, Route stage 12, Route stage 13.

Osseus — Master Key

  1. ’93 Shotgun piece 3 of 4. At Osseus’ first dirt-building shrine, enter its Master Key door and clear the pit arena. Complete The Focus Classic Encounter with all three keycards to receive ’93 Shotgun component 3.
    1. Return to Osseus with the Master Key. At the first dirt building, descend beside the shrine and open its Master Key door. Kill the Imps, take five Blood Iron on the path and eight on the left and drop into the Hell Knight, Stalker, Whiplash, Arachnotron and Specter fight. Clear it and enter the Classic Encounter door. In The Focus, fight through the side bunkers, obtain the Blue Keycard and then the Red Keycard in the crate room. After its teleport back to the bunker chamber, open the wall on your right marked with two downward blue triangles for the Rocket Launcher appearance. Open the red door, clear the room and take the Yellow Keycard. Press its exit button and finish for ’93 Shotgun piece 3.
  2. Rocket Launcher — Slayer. In The Focus, take the Red Keycard from the crate room and teleport to the bunkers. Open the nearby right wall marked by two downward blue triangles for the Rocket Launcher appearance.
    1. In The Focus, fight through the side bunkers, obtain the Blue Keycard and then the Red Keycard in the crate room. After its teleport back to the bunker chamber, open the wall on your right marked with two downward blue triangles for the Rocket Launcher appearance. Open the red door, clear the room and take the Yellow Keycard. Press its exit button and finish for ’93 Shotgun piece 3.
  3. Amphora piece 1 of 4. Enter Osseus’ lower Master Key courtyard and look up for the airborne spear target. Land on the platform right of the green corpse for Amphora piece 1.
    1. Drop from the arena outside the Classic door to the new shrine and lower master area. Alternatively, use the bone bridge’s elevator back to the Red Skull puzzle and proceed through its Master Key door. Inside the large lower area, open the gate and look up for the spear target. Launch onto the platform right of the green corpse for Amphora piece 1.
  4. Amphora piece 2 of 4. From the first Amphora platform, use both successive spear targets to reach the upper island. Dash ahead to Amphora piece 2 and kill the Cacodemon that arrives.
    1. Use the same spear target again, then the second target ahead to reach the upper platform. Dash straight to Amphora piece 2 and kill the Cacodemon. Return to that platform, look left and drop to the lower land for Amphora piece 3. Return high and dash to the shrine for eight Blood Iron opposite it.
  5. Amphora piece 3 of 4. Return to the high island used for Amphora piece 2 and look down left. Drop to the lower land for Amphora piece 3, then return toward the shrine platform.
    1. Use the same spear target again, then the second target ahead to reach the upper platform. Dash straight to Amphora piece 2 and kill the Cacodemon. Return to that platform, look left and drop to the lower land for Amphora piece 3. Return high and dash to the shrine for eight Blood Iron opposite it.
  6. Amphora piece 4 of 4. After the Ritual, head toward the lower courtyard’s Gore Nest and veer left before it. Take Amphora piece 4 to complete the Blood Relic before starting the nest battle.
    1. Return to the upper-platform area and go toward the Gore Nest, veering left before it for Amphora piece 4. Charge the nest and clear the Baron, Mancubus, Whiplash, Arachnotrons, Revenants and Agaddon Hunter. Kill the Warlock leader at the rear, protected by Pinky Riders, for the ordinary Essence Shard.
  7. Osseus Ritual of Power. At the Amphora courtyard, drop left from the shrine and use the green corpse to reach the Ritual. Kill sixty demons within its Gold limit, prioritizing shield soldiers and grouped power-weapon targets.
    1. Drop left and Shield Jump from the green corpse to the Ritual of Power. Kill sixty demons within the displayed Gold limit for this area’s first Astral Key fragment. Shield soldiers count toward the target; break their walls and gather enemies for BFC shots. Repeat the challenge if necessary and adjust damage settings to suit your chosen difficulty.
  8. Astral Key — Osseus Ritual. Earn Gold in Osseus’ sixty-demon Ritual. Its reward adds one Astral Key fragment; you still need the separate Praetor victory in Osseus.
    1. Drop left and Shield Jump from the green corpse to the Ritual of Power. Kill sixty demons within the displayed Gold limit for this area’s first Astral Key fragment. Shield soldiers count toward the target; break their walls and gather enemies for BFC shots. Repeat the challenge if necessary and adjust damage settings to suit your chosen difficulty.
  9. Warlock Gore Nest Essence Shard. Take the last Amphora fragment and charge the courtyard’s Gore Nest. Clear its Hunter and guards and defeat the Warlock leader at the back for an ordinary Leader Essence.
    1. Return to the upper-platform area and go toward the Gore Nest, veering left before it for Amphora piece 4. Charge the nest and clear the Baron, Mancubus, Whiplash, Arachnotrons, Revenants and Agaddon Hunter. Kill the Warlock leader at the rear, protected by Pinky Riders, for the ordinary Essence Shard.
  10. Osseus Praetor Fight. From Malleus Plaza, clear the small Master Key arena, return to the church and open its rear door. Solve the three-battery statue puzzle to unlock the Osseus Praetor Fight.
    1. Pass the blue/red Citadel gate, go left past the shrine to the church and kill its Mancubus and Revenants. Open the rear Master Key door for nine Blood Iron and drop. In the three-battery chamber, collect three Blood Iron and the BFC bolt from the floor. Charge the movable statue onto the turntable, then to the right wall, then left onto the green plate. Take Hell Battery 1 from the opened door. Charge the statue toward the back wall and climb its rear for three Blood Iron and Hell Battery 2. Charge it forward and sideways back to the turntable. From the battery pedestals, pull the left spear target to rotate the turntable. Charge the statue toward those pedestals and climb behind it for eight Blood Iron and Hell Battery 3.
    2. Deposit all three batteries. Before starting the unlocked Praetor Fight, climb the wall behind its statue for five Blood Iron, the last Life Sigil and the return shortcut. Your ground counter reaches 154. Activate the statue and fight the two armored Vagaries, followed by Whiplashes, Arachnotrons, Pinky Riders, Revenants, Komodo, Cosmic Elemental and Mancubus. Kill the Baron leader when its shield drops for the Praetor Essence and second Astral Key fragment, then return to Purgatory.
  11. Osseus Praetor Essence. Deposit all three Hell Batteries and activate Osseus’ suit statue. Clear the two armored Vagaries and later waves, then kill the exposed Baron leader for the Praetor Essence.
    1. Deposit all three batteries. Before starting the unlocked Praetor Fight, climb the wall behind its statue for five Blood Iron, the last Life Sigil and the return shortcut. Your ground counter reaches 154. Activate the statue and fight the two armored Vagaries, followed by Whiplashes, Arachnotrons, Pinky Riders, Revenants, Komodo, Cosmic Elemental and Mancubus. Kill the Baron leader when its shield drops for the Praetor Essence and second Astral Key fragment, then return to Purgatory.
  12. Astral Key — Osseus Praetor. Defeat the Baron leader in Osseus’ unlocked Praetor arena. Its victory reward gives the area’s second Astral fragment alongside the suit essence.
    1. Deposit all three batteries. Before starting the unlocked Praetor Fight, climb the wall behind its statue for five Blood Iron, the last Life Sigil and the return shortcut. Your ground counter reaches 154. Activate the statue and fight the two armored Vagaries, followed by Whiplashes, Arachnotrons, Pinky Riders, Revenants, Komodo, Cosmic Elemental and Mancubus. Kill the Baron leader when its shield drops for the Praetor Essence and second Astral Key fragment, then return to Purgatory.
  13. Praetor wall Life Sigil. Before starting Osseus’ Praetor Fight, climb the wall behind its statue. Take the last five Blood Iron and Life Sigil on the upper branch, then open its shortcut.
    1. Deposit all three batteries. Before starting the unlocked Praetor Fight, climb the wall behind its statue for five Blood Iron, the last Life Sigil and the return shortcut. Your ground counter reaches 154. Activate the statue and fight the two armored Vagaries, followed by Whiplashes, Arachnotrons, Pinky Riders, Revenants, Komodo, Cosmic Elemental and Mancubus. Kill the Baron leader when its shield drops for the Praetor Essence and second Astral Key fragment, then return to Purgatory.
  14. Osseus Blood Iron — 154. Follow Osseus’ return route for 154 Blood Iron on the ground. Search the Classic approach, Amphora shrine ledge, Malleus Plaza window, church doorway and three-battery platforms; collect the final five behind the Praetor statue. Full list (10 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8, Route stage 9, Route stage 10.

Uprising — Master Key

  1. Chalice piece 1 of 2. Follow Uprising’s first Master Key door through its sewer and crypt. Past the tunnel’s four Blood Iron, turn back and Shield Jump from the hidden corpse above for Chalice piece 1.
    1. Kill its Hell Knights and Whiplash, take three Blood Iron in the larger room’s corner and kill the Mancubus to open the wall. In the tunnel, kill the Hell Knights behind you to remove the barrier. Collect four Blood Iron ahead, turn back and Shield Jump from the hidden green corpse above for Chalice piece 1.
  2. Chalice piece 2 of 2. Clear the crypt exit’s large endgame arena. Before entering its Classic door, take Chalice piece 2 just to the left of the doorway to complete the last Blood Relic.
    1. Drop into the large arena and clear Pinky Riders, Hell Knights, Stalkers, Baron, Witch and Nightmare guards. Kill the Archvile, then the Cyberdemon and enhanced Whiplash leader for an Essence Shard. Before entering the Classic door, take Chalice piece 2 immediately on its left.
  3. Enhanced Whiplash endgame Essence Shard. In Uprising’s first endgame arena, defeat the Archvile and later Cyberdemon waves. Kill the enhanced Whiplash leader once exposed to receive its ordinary Essence Shard.
    1. Drop into the large arena and clear Pinky Riders, Hell Knights, Stalkers, Baron, Witch and Nightmare guards. Kill the Archvile, then the Cyberdemon and enhanced Whiplash leader for an Essence Shard. Before entering the Classic door, take Chalice piece 2 immediately on its left.
  4. ’93 Shotgun piece 4 of 4. After taking Chalice’s second fragment, enter The Waste Tunnels Classic Encounter. Complete its moving floors and switches to earn the fourth ’93 Shotgun component and assemble the power weapon.
    1. Enter The Waste Tunnels Classic Encounter. Fight through the shotgun-only passages and operate its moving floors and switches. Open the hidden wall behind the medkit for the Ravager appearance before completing the exit. Finish for ’93 Shotgun piece 4 and the assembled ’93 Shotgun. Equip this power weapon for later arenas if desired.
  5. Ravager — Slayer, Classic appearance. During The Waste Tunnels Classic Encounter, interact with the hidden wall behind the medkit. Take the Ravager appearance before finishing the level’s exit route.
    1. Enter The Waste Tunnels Classic Encounter. Fight through the shotgun-only passages and operate its moving floors and switches. Open the hidden wall behind the medkit for the Ravager appearance before completing the exit. Finish for ’93 Shotgun piece 4 and the assembled ’93 Shotgun. Equip this power weapon for later arenas if desired.
  6. Uprising Ritual of Power. Operate both switches in the Classic-exit arena and take the lift to the high spear target. Land by the next shrine and start the nearby sixty-demon Ritual after taking its Blood Iron.
    1. Back in the arena, operate the objective-marked switch to release a high spear target. Turn back and follow the wall right to the second switch and ride its lift up. Kill the soldiers and Revenant and Meat Hook the released target to the next shrine, collecting three Blood Iron at landing. Take three Blood Iron to the Ritual statue’s right. Activate it and kill sixty demons within its displayed Gold limit for the seventh Astral Key fragment when following this route. Break shield walls for quick kills and gather enemies for the BFC or ’93 Shotgun. Afterward, turn back downstairs, kill the Mancubus and pull the lever to open both gates. Take eight Blood Iron on the left before the booster.
  7. Astral Key — Uprising Ritual. Finish Uprising’s sixty-demon Ritual with Gold. Collect its Astral fragment, then use the stairs and lever beyond the Mancubus to reach the Praetor booster.
    1. Take three Blood Iron to the Ritual statue’s right. Activate it and kill sixty demons within its displayed Gold limit for the seventh Astral Key fragment when following this route. Break shield walls for quick kills and gather enemies for the BFC or ’93 Shotgun. Afterward, turn back downstairs, kill the Mancubus and pull the lever to open both gates. Take eight Blood Iron on the left before the booster.
  8. Uprising Praetor Fight. Past the Ritual, open both lever gates and take the booster to the Praetor statue. Clear the large blood-pool arena’s two Archviles and guards before attacking its shielded Hunter leader.
    1. Booster to the Praetor statue and collect four Blood Iron. Start its large blood-pool fight. Leave the shielded Agaddon Hunter leader until the arena’s guards are dead. Clear the soldiers, Mancubi and first Archvile, then the Cyberdemon, Arachnotron and second Archvile. Kill the Hunter after its shield drops for the Praetor Essence and final Astral Key fragment.
  9. Uprising Praetor Essence. Win Uprising’s final Praetor battle by killing the exposed Agaddon Hunter. The awarded Praetor Essence unlocks an ultimate suit purchase at the shrine.
    1. Booster to the Praetor statue and collect four Blood Iron. Start its large blood-pool fight. Leave the shielded Agaddon Hunter leader until the arena’s guards are dead. Clear the soldiers, Mancubi and first Archvile, then the Cyberdemon, Arachnotron and second Archvile. Kill the Hunter after its shield drops for the Praetor Essence and final Astral Key fragment.
  10. Astral Key — Uprising Praetor. Defeat the Agaddon Hunter in Uprising’s Praetor arena and leave the fight. Its Astral fragment completes the eight-piece key when you have finished the other three areas.
    1. Booster to the Praetor statue and collect four Blood Iron. Start its large blood-pool fight. Leave the shielded Agaddon Hunter leader until the arena’s guards are dead. Clear the soldiers, Mancubi and first Archvile, then the Cyberdemon, Arachnotron and second Archvile. Kill the Hunter after its shield drops for the Praetor Essence and final Astral Key fragment.
  11. Uprising Blood Iron — 86. Gather Uprising’s 86 ground Blood Iron from the sewer chest, crypt tunnels, upper shrine and Ritual/Praetor approaches. After the Hunter victory, descend the spiked-gate elevator and booster through the roof for the last eight. Full list (8 stops): Route stage 1, Route stage 2, Route stage 3, Route stage 4, Route stage 5, Route stage 6, Route stage 7, Route stage 8.

Xal’Goroth the Imprisoned

  1. Xal’Goroth the Imprisoned. Assemble the Astral Key with four Gold Rituals and four Praetor victories. Enter Purgatory’s lower gate, spear across the supply platforms and defeat both Xal’Goroth phases and their intervening demon waves.
    1. Complete Revelations, assemble the Master Key and return to Hell’s Core, Chasm, Osseus and Uprising. Earn Gold in all four Rituals of Power and clear all four Praetor Fights. Their eight fragments assemble the Astral Key in the same DLC save. Back in Purgatory, enter the drained pit outside the Architect’s home. With all eight fragments, the great gate opposite the entrance opens. Enter the green mist, Meat Hook to the supply platform, stock up and spear to the next target for Xal’Goroth’s arena. Keep the Chain Spear ready for the sweeping purple beam: Meat Hook the central target before the beam reaches you and expect a second sweep. Dash past the first two curved energy walls and hook above the full-width third wall.
    2. When an orange orb wall contains a blue orb, switch to Shield Saw and throw at that blue orb; remaining purple orbs still need dodging. Hook over low purple walls, move through the rotating orange square’s gap and parry the green orb in the diamond formation. Strafe between loose purple barrages and jump the ground wave. Dash off red floor tiles before pits and tentacles appear. Kill Lost Souls for health, armor and ammo, and parry their occasional green shot. When Xal’Goroth inhales for sustained hexfire, Meat Hook the central target as it lights green. Vertical Takeoff allows a second hook before landing. Keep firing between these evasions.
    3. At half health, kill the Komodo and Buzzsaw, then the Cyberdemon, Nightmare Whiplash, Revenant and Battle Knight waves; use power-weapon ammo when needed. Finish the faster second phase with the same beam, orb and floor responses. After the kill, let the credits and ending scene complete. Master Arenas are optional follow-up content after this fight; no additional achievement is awarded for those arenas.
  2. Optional Master Arenas. Defeat Xal’Goroth after assembling the Astral Key. Continue into the Master Arena content unlocked afterward if you want the additional combat challenges. Incomplete: The optional Master Arena roster and individual entrances are not fully established. These follow-up combat challenges add no achievement.

Optional music and hidden encounters

  1. Hell’s Core music puzzle — Chain Spear appearance. After the campaign, return to Hell’s Core and use a Hollow Shrine to reach Hell-Maw Overlook. Find the five icicles near the shrine and count their dots to identify 1 through 5. Shoot 4, 4, 4, 5, 3, 2, 1, then turn back for the spawned Chain Spear appearance. The matching code is on the wall right of the Ritual of Power.
  2. Osseus music puzzle — ’93 Shotgun appearance. Return to Osseus’ lower Master Key area with the airborne spear targets, Amphora fragments and Gore Nest. Find the rib bones numbered by one to six dots. Shoot 1, 6, 1, 5, 1, 4, 1, 2, 1, 3, 4 for the ’93 Shotgun appearance. You can find the code on the pillars inside the Classic Encounter doorway before using its teleporter.
  3. Osseus hidden arena switches. After Master Key cleanup, activate the hidden levers in the room right of the rotating ground-line puzzle, just below the Blue Skull elevator’s small ledge, and behind the vases in the roof room reached from the crucified-demon church’s right courtyard cages. Return to the normal level-ending arena and activate its fourth lever to begin the additional battle.
  4. Hell’s Core frozen Pinky. Fast travel to Umbral Catacombs and look at the wall on the right while facing its shrine for the first lever. At Hell-Maw Overlook, leave the shrine, go down the hall and left into the cage room; climb the first cage for the second. At Fortress of the Flayed, melt the side ice door with the fire cart, enter and grapple into the adjacent upper secret room for the third lever. Return to the Blue Skull area to see the frozen Pinky.

Revelations collections and upgrades

  1. All fourteen ordinary Relics. Take every fragment in the ten story Relics and four Blood Relics listed below. Each Relic assembles automatically when its final piece is collected. Keep the same Revelations save and return through Hollow Shrines after the campaign for any missing fragment. Full list (42 fragments): Idol piece 1 of 2, Idol piece 2 of 2, Beast piece 1 of 3, Beast piece 2 of 3, Beast piece 3 of 3, Relief piece 1 of 5, Relief piece 2 of 5, Relief piece 3 of 5, Mask piece 1 of 2, Mask piece 2 of 2, Deity piece 1 of 3, Deity piece 2 of 3, Deity piece 3 of 3, Angel piece 1 of 4, Angel piece 2 of 4, Angel piece 3 of 4, Angel piece 4 of 4, Sword piece 1 of 4, Sword piece 2 of 4, Sword piece 3 of 4, Sword piece 4 of 4, Urn piece 1 of 3, Urn piece 2 of 3, Urn piece 3 of 3, Dagger piece 1 of 2, Dagger piece 2 of 2, Axe piece 1 of 3, Axe piece 2 of 3, Axe piece 3 of 3, Relief piece 4 of 5, Relief piece 5 of 5, Shield piece 1 of 3, Shield piece 2 of 3, Shield piece 3 of 3, Reliquary piece 1 of 2, Reliquary piece 2 of 2, Amphora piece 1 of 4, Amphora piece 2 of 4, Amphora piece 3 of 4, Amphora piece 4 of 4, Chalice piece 1 of 2, Chalice piece 2 of 2.
  2. Four Master Key fragments. Finish the first three Ascension trials and Uprising in one Revelations save. Each ending supplies one fragment. The fourth assembles the Master Key and opens every post-campaign Master Key door. Full list (4 entries): Master Key piece 1 of 4, Master Key piece 2 of 4, Master Key piece 3 of 4, Master Key piece 4 of 4.
  3. Four Classic Encounters and ’93 Shotgun fragments. Complete the Classic Encounter behind a Master Key door in each of Hell’s Core, Chasm, Osseus and Uprising. Take each encounter’s appearance before its exit. The fourth fragment assembles the ’93 Shotgun power weapon. Incomplete: The approaches and pickups are detailed, but the full switch-by-switch interior routes for Underhalls and The Waste Tunnels are not established. Full list (4 entries): ’93 Shotgun piece 1 of 4, ’93 Shotgun piece 2 of 4, ’93 Shotgun piece 3 of 4, ’93 Shotgun piece 4 of 4.
  4. Eight Astral Key fragments. Earn Gold in all four Rituals of Power and win all four Praetor Fights. Every challenge contributes one fragment. Bring the completed eight-piece key to the large gate in Purgatory’s drained lower pit. Full list (8 entries): Astral Key — Hell’s Core Ritual, Astral Key — Hell’s Core Praetor, Astral Key — Chasm Ritual, Astral Key — Chasm Praetor, Astral Key — Osseus Ritual, Astral Key — Osseus Praetor, Astral Key — Uprising Ritual, Astral Key — Uprising Praetor.
  5. Revelations Platinum detours. Collect ground Platinum throughout Purgatory and the four trial/finale areas, assemble each ordinary story Relic and complete the Ritual rewards. Buy the upper Chain Spear nodes at Hollow Shrines as their prerequisite tiers unlock. Full list (6 entries): Hell’s Core Platinum — 255 ground pickups, Purgatory Platinum — first 222 of 280, Chasm Platinum — 328 ground pickups, Osseus Platinum — 253 ground pickups, Uprising Platinum — 222 ground pickups, Last Purgatory Platinum — 58.
  6. Revelations Blood Iron detours. Finish Uprising for the Master Key, enter the new area doors and collect Blood Iron on all five return maps. Assemble all four Blood Relics and complete the timed challenge rewards to fund the final Chain Spear tiers. Full list (5 entries): Purgatory Blood Iron — 68, Hell’s Core Blood Iron — 159, Chasm Blood Iron — 164, Osseus Blood Iron — 154, Uprising Blood Iron — 86.
  7. Every Chain Spear upgrade. Acquire the Chain Spear in the Architect’s home and buy your first empowered ability at Hell’s Core’s Hollow Shrine. Keep buying all prerequisite nodes in each Chain Spear ability column with Platinum. Finish Uprising to unlock the bottom tiers, gather the Blood Iron detours and Blood Relics during Master Key cleanup and buy the remaining nodes in the same DLC save. Check every column for an unpurchased node before marking the tree complete. Incomplete: The full upgrade-node names and individual prices are not established. Buy every node in the Chain Spear tree, including its post-campaign Blood Iron tiers.
  8. Revelations toys, codex and appearance detours. Follow these optional pickups alongside the relic and currency route. Revelations’ codex pages and toys do not contribute to the base campaign’s Lore Nerd or Toy Collector counters. Take the Classic Encounter appearances before leaving their small levels. Full list (48 entries): Marok Letters I, The High Council, Council’s Chamber, Journal of the Architect I, Super Shotgun — Slayer, Maykr Log I, Trials of Absolution, Trial of the Righteous, Buzzsaw toy, Hell’s Core, Hell’s Core battery-room appearance, Maykr Log II, Slayer Confessional I, Marok Letters II, Journal of the Architect II, Journal of the Architect III, Sentinel Log I, Slayer Confessional II, Trial of Will, Shredder — Slayer, Accelerator — Slayer, Archvile toy, Chasm of Xal’Goroth, Marok Letters III, Trial of Might, Ravager — Slayer, Whiplash toy, Osseus chandelier-room weapon appearance, Osseus, Slayer Confessional III, Journal of the Architect IV, Sentinel Log II, Plan Ash, Cycler — Slayer, Argent D’Nur, Warlock toy, Message from the Architect, Chain Spear — Sanguine, Marok toy, Chainshot — Slayer, The Henchman toy, Cosmic Elemental toy, Grenade Launcher — Slayer, Rocket Launcher — Slayer, Ravager — Slayer, Classic appearance, Chasm music puzzle — ’93 Shotgun appearance, Hell’s Core music puzzle — Chain Spear appearance, Osseus music puzzle — ’93 Shotgun appearance.

Achievements

38 achievements. None can be missed for good. Labels show which ones need a long grind.

Story (16)

A Dark Beginning

Complete Village of Khalim, the first base-campaign chapter. Close its four Demonic Portals, clear the final ground fight and hit the titan with three charged bolts from the beach turret. Tip: You can recover this in the same campaign save through Chapter Select. No optional difficulty setting or New Game+ run is required.

  1. Start a new base campaign. The opening scene gives you the Combat Shotgun and shield, then places you in the Village of Khalim.
  2. Kill the first Zombies, climb the ledge and hold your shield up as you advance through the cannon’s shots. Clear the next group, climb the orange-marked cliff and the second cliff on your left, then Shield Charge through the weak wall.
  3. Kill the Imp Stalker beyond that wall and clear the next open encounter. Go through the burning building and drop to the arsenal pod to collect the Power Gauntlet. Enter the gate on your right and finish the single-hit and three-hit melee tutorials.
  4. Pass through the gate opened by the melee tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the pickups and drop into the encounter beside the large locked Blue Key gate.
  5. Clear that encounter and take the archway left of the large gate. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile. Climb outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider.
  6. Defeat the Pinky Rider, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue. Break the wall on your right to return toward the large Blue Key gate. Open the gate, watch the scene and drop into the four-portal area.
  7. Defeat the first portal’s defenders. Take the narrow passage on your left to the second portal arena and clear it. Continue through the tunnel and its sealed Zombie ambush, then collect the Shredder from the pod in the open area beyond and defeat the ambush there.
  8. Follow the tracks right of the Shredder uphill, then turn left onto the high ground. Clear the third portal encounter, cross the wooden bridge and drop back toward the first portal arena. Follow either path around the purple locked gate to the remaining portal and kill its defenders.
  9. After all four portals close, return to the first portal arena and go through the exit gate that opens. Follow the route through the building and cave, then drop from the overlook where the huge demon is fighting dragons. Clear the final large ground encounter and continue toward the beach.
  10. Use the beach turret’s normal fire to kill the attacking demons. Shoot the large torch-bearing enemies to set off their explosions, and finish the Pinky Riders as they arrive. When the titan approaches, charge the turret’s green meter with normal shots and fire a bolt at it. Repeat until you have landed three bolts, then let the ending scene and chapter completion finish.

Supersized Brawl

Finish Village of Khalim and Hebeth, then complete Barrier Core in the Atlan. Retrieve the unstable core, carry it away from the city and defeat the armored titan at the end. Tip: You can recover this in the same campaign save through Chapter Select. No optional difficulty setting or New Game+ run is required.

  1. Start a new base campaign. The opening scene gives you the Combat Shotgun and shield, then places you in the Village of Khalim. Kill the first Zombies, climb the ledge and hold your shield up as you advance through the cannon’s shots. Clear the next group, climb the orange-marked cliff and the second cliff on your left, then Shield Charge through the weak wall.
  2. Kill the Imp Stalker beyond that wall and clear the next open encounter. Go through the burning building and drop to the arsenal pod to collect the Power Gauntlet. Enter the gate on your right and finish the single-hit and three-hit melee tutorials. Pass through the gate opened by the melee tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the pickups and drop into the encounter beside the large locked Blue Key gate.
  3. Clear that encounter and take the archway left of the large gate. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile. Climb outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider. Defeat the Pinky Rider, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue. Break the wall on your right to return toward the large Blue Key gate. Open the gate, watch the scene and drop into the four-portal area.
  4. Defeat the first portal’s defenders. Take the narrow passage on your left to the second portal arena and clear it. Continue through the tunnel and its sealed Zombie ambush, then collect the Shredder from the pod in the open area beyond and defeat the ambush there. Follow the tracks right of the Shredder uphill, then turn left onto the high ground. Clear the third portal encounter, cross the wooden bridge and drop back toward the first portal arena. Follow either path around the purple locked gate to the remaining portal and kill its defenders.
  5. After all four portals close, return to the first portal arena and go through the exit gate that opens. Follow the route through the building and cave, then drop from the overlook where the huge demon is fighting dragons. Clear the final large ground encounter and continue toward the beach. Use the beach turret’s normal fire to kill the attacking demons. Shoot the large torch-bearing enemies to set off their explosions, and finish the Pinky Riders as they arrive. When the titan approaches, charge the turret’s green meter with normal shots and fire a bolt at it. Repeat until you have landed three bolts, then let the ending scene and chapter completion finish.
  6. Begin Chapter 2: Hebeth after completing the village. Walk forward from the teleport and take the Shield Saw from the arsenal pod. Clear the Imp Stalkers and Shield Soldiers, then throw the saw at the hot chains to enter the first building.
  7. Climb the stairs inside and enter the next room. Clear it, take the two short flights of stairs and use the upper doorway’s switch. Cross the bridge into the large multi-level room, drop to its lower floor and kill the demons.
  8. Go through the lower doorway, throw the saw at the hot lock on the gate to your right and clear the Zombies beyond. Climb the wall and operate the switch to open the gate back onto the upper floor. Kill the enemies coming out of the elevator, enter it and climb out to the exterior.
  9. Kill the first Hell Knight, then finish the following waves. Cross the bridge back into the facility and follow the corridor to the room containing the first Sentinel Shrine. Break the chest for 50 Gold and collect the loose Gold below, behind and around the shrine for 75 Gold in total.
  10. Buy a weapon upgrade at the first Sentinel Shrine. Leave through its left door and follow the passage away from the red barrier, going upstairs to the Stone Imps. Pass through the wall they break, continue along the passage and climb the marked wall on your right. Jump the gap into the electrified corridor, defeat the Hell Knight and drop through the hole at its far end. Take the Blue Key Card from the corpse in the room overlooking the shrine, then use its nearby door to return to the shrine chamber and clear the new fight.
  11. Use the Blue Key Card door to the shrine’s right to enter R&D. Follow the hallway, turn right and drop into the weapon chamber. Clear both Mancubi and their supporting demons so the barrier falls, then take the Accelerator. Leave through the door left of the Accelerator and fight through the facility to the suspended lift. Break its hot lock with the Shield Saw, climb its crates and the wall above them, then parry the crossing corridor’s green-projectile turret.
  12. Climb the wall opposite the turret, turn right and break through the vent into the Mancubus chamber. Clear it, climb onward and turn left through the doorway back outside the first shrine room. Kill the new enemies and continue through the former Stone Imp room, whose blue barrier is now gone. Follow the route outside and down the ledges to the fire pipes. Stay right at the fork beside the flames, climb the stairs and the wall on your left, then look right and throw the saw at the hot lock across the gap. Jump into that opening, turn the wheel to shut off the flames and break out through the weak door.
  13. Return to the now-open doorway behind the fire pipes. Go down the steps, kill the Hell Knight breaking through the wall and continue through its doorway. Drop past the ammo and follow the shattered-wall route, with fighting titans on your right, into the next large encounter. Clear the encounter, take the stairs on your right and turn left into the one-way drop. Follow the corridor to the Shield Recall Jump tutorial. Throw the saw into the green fleshy target and recall-jump to the second Sentinel Shrine.
  14. Climb onward from the second shrine and follow the main route across the bridge and through the portal to the exterior. Drop into the final arena. Keep killing demons until the armored Pinky Rider leader comes through a new portal. Kill it to receive the health Demonic Essence automatically, then finish the chapter.
  15. Begin Barrier Core after the Hebeth finale. In the Atlan, dash at the tutorial barriers using the prompted timing. Drop into the canyon and punch the first giant demon with combos to fill the finisher meter. Use its half-full Foot Stomp or full Palm Strike when available.
  16. Defeat that demon and Rocket Punch through the huge demon wall. Complete the required three Perfect Dodges just before the incoming attacks connect, then kill the tutorial enemies.
  17. Sprint along the canyon, smashing through the bridges. Defeat the sword-wielding Cyber Soldier and the demon arriving behind it, then break the next demon wall rather than taking the dead end on your right.
  18. After the scene with the king, you receive the Atlan’s chaingun. Dodge the green blade and eye projectiles to supercharge it, and kill the five enemies between you and the power core. At the core, use the interaction prompt to take it.
  19. Carry the core away through the blue barrier, using punches again. Destroy the bridge debris and kill the three large demons, then continue to the next Cyber Soldier. Sprint and jump across the canyon gap.
  20. Clear the remaining demons and Cyber Soldier, then punch through the final demon wall. After the scene where you put the core down, fight the armored, shield-bearing titan. Dodge its sword and shield-bash attacks, build your finisher meter and use repeated Palm Strikes to break its armor. Wait while its shield is raised rather than punching into it. Defeat the titan, then let the core-disposal and escape scenes finish. Completing the chapter unlocks Supersized Brawl. There are no collectible detours or mission challenges in Barrier Core.

Vagary Down!

Complete Village of Khalim, Hebeth and Barrier Core, then follow Sentinel Barracks to its final gate. Defeat the Vagary Champion by parrying green Hell-Surge projectiles and avoiding its poison pools. Tip: You can replay Sentinel Barracks through Chapter Select in the same campaign save. No optional difficulty tier or New Game+ is required.

  1. Start a new base campaign. The opening scene gives you the Combat Shotgun and shield, then places you in the Village of Khalim. Kill the first Zombies, climb the ledge and hold your shield up as you advance through the cannon’s shots. Clear the next group, climb the orange-marked cliff and the second cliff on your left, then Shield Charge through the weak wall. Kill the Imp Stalker beyond that wall and clear the next open encounter. Go through the burning building and drop to the arsenal pod to collect the Power Gauntlet. Enter the gate on your right and finish the single-hit and three-hit melee tutorials.
  2. Pass through the gate opened by the melee tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the pickups and drop into the encounter beside the large locked Blue Key gate. Clear that encounter and take the archway left of the large gate. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile. Climb outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider. Defeat the Pinky Rider, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue. Break the wall on your right to return toward the large Blue Key gate.
  3. Open the gate, watch the scene and drop into the four-portal area. Defeat the first portal’s defenders. Take the narrow passage on your left to the second portal arena and clear it. Continue through the tunnel and its sealed Zombie ambush, then collect the Shredder from the pod in the open area beyond and defeat the ambush there. Follow the tracks right of the Shredder uphill, then turn left onto the high ground. Clear the third portal encounter, cross the wooden bridge and drop back toward the first portal arena. Follow either path around the purple locked gate to the remaining portal and kill its defenders. After all four portals close, return to the first portal arena and go through the exit gate that opens.
  4. Follow the route through the building and cave, then drop from the overlook where the huge demon is fighting dragons. Clear the final large ground encounter and continue toward the beach. Use the beach turret’s normal fire to kill the attacking demons. Shoot the large torch-bearing enemies to set off their explosions, and finish the Pinky Riders as they arrive. When the titan approaches, charge the turret’s green meter with normal shots and fire a bolt at it. Repeat until you have landed three bolts, then let the ending scene and chapter completion finish. Begin Chapter 2: Hebeth after completing the village. Walk forward from the teleport and take the Shield Saw from the arsenal pod.
  5. Clear the Imp Stalkers and Shield Soldiers, then throw the saw at the hot chains to enter the first building. Climb the stairs inside and enter the next room. Clear it, take the two short flights of stairs and use the upper doorway’s switch. Cross the bridge into the large multi-level room, drop to its lower floor and kill the demons. Go through the lower doorway, throw the saw at the hot lock on the gate to your right and clear the Zombies beyond. Climb the wall and operate the switch to open the gate back onto the upper floor. Kill the enemies coming out of the elevator, enter it and climb out to the exterior. Kill the first Hell Knight, then finish the following waves.
  6. Cross the bridge back into the facility and follow the corridor to the room containing the first Sentinel Shrine. Break the chest for 50 Gold and collect the loose Gold below, behind and around the shrine for 75 Gold in total. Buy a weapon upgrade at the first Sentinel Shrine. Leave through its left door and follow the passage away from the red barrier, going upstairs to the Stone Imps. Pass through the wall they break, continue along the passage and climb the marked wall on your right. Jump the gap into the electrified corridor, defeat the Hell Knight and drop through the hole at its far end.
  7. Take the Blue Key Card from the corpse in the room overlooking the shrine, then use its nearby door to return to the shrine chamber and clear the new fight. Use the Blue Key Card door to the shrine’s right to enter R&D. Follow the hallway, turn right and drop into the weapon chamber. Clear both Mancubi and their supporting demons so the barrier falls, then take the Accelerator. Leave through the door left of the Accelerator and fight through the facility to the suspended lift. Break its hot lock with the Shield Saw, climb its crates and the wall above them, then parry the crossing corridor’s green-projectile turret. Climb the wall opposite the turret, turn right and break through the vent into the Mancubus chamber.
  8. Clear it, climb onward and turn left through the doorway back outside the first shrine room. Kill the new enemies and continue through the former Stone Imp room, whose blue barrier is now gone. Follow the route outside and down the ledges to the fire pipes. Stay right at the fork beside the flames, climb the stairs and the wall on your left, then look right and throw the saw at the hot lock across the gap. Jump into that opening, turn the wheel to shut off the flames and break out through the weak door. Return to the now-open doorway behind the fire pipes. Go down the steps, kill the Hell Knight breaking through the wall and continue through its doorway.
  9. Drop past the ammo and follow the shattered-wall route, with fighting titans on your right, into the next large encounter. Clear the encounter, take the stairs on your right and turn left into the one-way drop. Follow the corridor to the Shield Recall Jump tutorial. Throw the saw into the green fleshy target and recall-jump to the second Sentinel Shrine. Climb onward from the second shrine and follow the main route across the bridge and through the portal to the exterior. Drop into the final arena. Keep killing demons until the armored Pinky Rider leader comes through a new portal. Kill it to receive the health Demonic Essence automatically, then finish the chapter. Begin Barrier Core after the Hebeth finale.
  10. In the Atlan, dash at the tutorial barriers using the prompted timing. Drop into the canyon and punch the first giant demon with combos to fill the finisher meter. Use its half-full Foot Stomp or full Palm Strike when available. Defeat that demon and Rocket Punch through the huge demon wall. Complete the required three Perfect Dodges just before the incoming attacks connect, then kill the tutorial enemies. Sprint along the canyon, smashing through the bridges. Defeat the sword-wielding Cyber Soldier and the demon arriving behind it, then break the next demon wall rather than taking the dead end on your right. After the scene with the king, you receive the Atlan’s chaingun.
  11. Dodge the green blade and eye projectiles to supercharge it, and kill the five enemies between you and the power core. At the core, use the interaction prompt to take it. Carry the core away through the blue barrier, using punches again. Destroy the bridge debris and kill the three large demons, then continue to the next Cyber Soldier. Sprint and jump across the canyon gap. Clear the remaining demons and Cyber Soldier, then punch through the final demon wall. After the scene where you put the core down, fight the armored, shield-bearing titan. Dodge its sword and shield-bash attacks, build your finisher meter and use repeated Palm Strikes to break its armor. Wait while its shield is raised rather than punching into it.
  12. Defeat the titan, then let the core-disposal and escape scenes finish. Completing the chapter unlocks Supersized Brawl. There are no collectible detours or mission challenges in Barrier Core. Begin Chapter 4: Sentinel Barracks after the Atlan finale. Follow the passage and recall-jump across its gap. Use the console in the large room to unlock Mission Challenges, then collect the Pulverizer from the table ahead. Clear the following tutorial encounter. Leave through the gate on your left, climb the stairs through the doorway and take the curved exterior stairs to the first Mancubus. Kill that Mancubus and enter the building ahead. Defeat the Shield Soldiers in its large pillared room and the second Mancubus at the far stairs.
  13. Continue beyond those stairs to the caged green floor pad. Stand on the pad to lower the gate and throw your shield at its exposed weak metal. Run and jump to the climbable wall, then drop into the Hell Knight ambush and clear it. Take the door whose red barrier falls and turn right down the Hell Knight hallway, avoiding or using its explosive barrels. Clear the hall, go through its end doorway and drop down the shaft. Defeat the enemies in the multi-level room, drop onto its lower walkway and pass through the hangar. Take the Ruby from the statue by the exit door. Continue through the door, drop into the next hole and collect the Impaler from the pod. Pass the Sentinel Shrine to the red pad that temporarily powers a jump booster.
  14. Throw your shield into the green mass above the armor and recall-jump through the wall opening. Turn around and Shield Charge the crate onto the red pad so the booster stays powered. Use it to enter the upper tunnel, follow the exterior drops past the Lost Souls and recall-jump over the first broken bridge. Clear the repeated arena waves, including the Mancubus and Pinky Rider, then kill the Mancubus leader for the armor Demonic Essence. Continue to the second broken bridge, defeat its Nightmare Imp Stalker and jump across. Reach the circular landing at the tower’s base, climb the right stairs and clear its two Nightmare Imp Stalkers. Drop from the tower into the burning gardens and fight through to the town square.
  15. Kill the town’s Lost Souls, drop to the next town section and clear it. Climb the stairs past the two cage wagons, turn right and descend the slope to the large gate. Finish any pickup detours before you Shield Charge through the gate: entering it starts the final Vagary Champion encounter. Fight the Vagary Champion by moving into line with the green Hell-Surge projectile in each spread and parrying it back. Repeated parries fill its stun gauge and deal heavy damage despite its gold armor reducing gunfire damage. Keep moving away from the poison globs and the pools they leave on the floor. Avoid close melee and Shield Charges, which provoke its retaliatory stomp.
  16. You can supplement parries with gunfire, including Burn or Pincushion if you bought those upgrades. Kill it and let chapter completion finish to earn Vagary Down!

Bringing the House Down

Complete the first four campaign chapters, then fly into The Holy City of Aratum. Disable and board all four Hell Carriers, destroy their engines and defeat the final cathedral encounter before entering the Heart Chamber. Tip: The carriers can be cleared in any order. This route uses left, central, right and hidden; take each ship’s pickups before destroying its engine. Chapter Select recovers missed content.

  1. Start a new base campaign. The opening scene gives you the Combat Shotgun and shield, then places you in the Village of Khalim. Kill the first Zombies, climb the ledge and hold your shield up as you advance through the cannon’s shots. Clear the next group, climb the orange-marked cliff and the second cliff on your left, then Shield Charge through the weak wall. Kill the Imp Stalker beyond that wall and clear the next open encounter. Go through the burning building and drop to the arsenal pod to collect the Power Gauntlet. Enter the gate on your right and finish the single-hit and three-hit melee tutorials.
  2. Pass through the gate opened by the melee tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the pickups and drop into the encounter beside the large locked Blue Key gate. Clear that encounter and take the archway left of the large gate. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile. Climb outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider. Defeat the Pinky Rider, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue. Break the wall on your right to return toward the large Blue Key gate. Open the gate, watch the scene and drop into the four-portal area.
  3. Defeat the first portal’s defenders. Take the narrow passage on your left to the second portal arena and clear it. Continue through the tunnel and its sealed Zombie ambush, then collect the Shredder from the pod in the open area beyond and defeat the ambush there. Follow the tracks right of the Shredder uphill, then turn left onto the high ground. Clear the third portal encounter, cross the wooden bridge and drop back toward the first portal arena. Follow either path around the purple locked gate to the remaining portal and kill its defenders. After all four portals close, return to the first portal arena and go through the exit gate that opens.
  4. Follow the route through the building and cave, then drop from the overlook where the huge demon is fighting dragons. Clear the final large ground encounter and continue toward the beach. Use the beach turret’s normal fire to kill the attacking demons. Shoot the large torch-bearing enemies to set off their explosions, and finish the Pinky Riders as they arrive. When the titan approaches, charge the turret’s green meter with normal shots and fire a bolt at it. Repeat until you have landed three bolts, then let the ending scene and chapter completion finish. Begin Chapter 2: Hebeth after completing the village. Walk forward from the teleport and take the Shield Saw from the arsenal pod.
  5. Clear the Imp Stalkers and Shield Soldiers, then throw the saw at the hot chains to enter the first building. Climb the stairs inside and enter the next room. Clear it, take the two short flights of stairs and use the upper doorway’s switch. Cross the bridge into the large multi-level room, drop to its lower floor and kill the demons. Go through the lower doorway, throw the saw at the hot lock on the gate to your right and clear the Zombies beyond. Climb the wall and operate the switch to open the gate back onto the upper floor. Kill the enemies coming out of the elevator, enter it and climb out to the exterior. Kill the first Hell Knight, then finish the following waves.
  6. Cross the bridge back into the facility and follow the corridor to the room containing the first Sentinel Shrine. Break the chest for 50 Gold and collect the loose Gold below, behind and around the shrine for 75 Gold in total. Buy a weapon upgrade at the first Sentinel Shrine. Leave through its left door and follow the passage away from the red barrier, going upstairs to the Stone Imps. Pass through the wall they break, continue along the passage and climb the marked wall on your right. Jump the gap into the electrified corridor, defeat the Hell Knight and drop through the hole at its far end.
  7. Take the Blue Key Card from the corpse in the room overlooking the shrine, then use its nearby door to return to the shrine chamber and clear the new fight. Use the Blue Key Card door to the shrine’s right to enter R&D. Follow the hallway, turn right and drop into the weapon chamber. Clear both Mancubi and their supporting demons so the barrier falls, then take the Accelerator. Leave through the door left of the Accelerator and fight through the facility to the suspended lift. Break its hot lock with the Shield Saw, climb its crates and the wall above them, then parry the crossing corridor’s green-projectile turret. Climb the wall opposite the turret, turn right and break through the vent into the Mancubus chamber.
  8. Clear it, climb onward and turn left through the doorway back outside the first shrine room. Kill the new enemies and continue through the former Stone Imp room, whose blue barrier is now gone. Follow the route outside and down the ledges to the fire pipes. Stay right at the fork beside the flames, climb the stairs and the wall on your left, then look right and throw the saw at the hot lock across the gap. Jump into that opening, turn the wheel to shut off the flames and break out through the weak door. Return to the now-open doorway behind the fire pipes. Go down the steps, kill the Hell Knight breaking through the wall and continue through its doorway.
  9. Drop past the ammo and follow the shattered-wall route, with fighting titans on your right, into the next large encounter. Clear the encounter, take the stairs on your right and turn left into the one-way drop. Follow the corridor to the Shield Recall Jump tutorial. Throw the saw into the green fleshy target and recall-jump to the second Sentinel Shrine. Climb onward from the second shrine and follow the main route across the bridge and through the portal to the exterior. Drop into the final arena. Keep killing demons until the armored Pinky Rider leader comes through a new portal. Kill it to receive the health Demonic Essence automatically, then finish the chapter. Begin Barrier Core after the Hebeth finale.
  10. In the Atlan, dash at the tutorial barriers using the prompted timing. Drop into the canyon and punch the first giant demon with combos to fill the finisher meter. Use its half-full Foot Stomp or full Palm Strike when available. Defeat that demon and Rocket Punch through the huge demon wall. Complete the required three Perfect Dodges just before the incoming attacks connect, then kill the tutorial enemies. Sprint along the canyon, smashing through the bridges. Defeat the sword-wielding Cyber Soldier and the demon arriving behind it, then break the next demon wall rather than taking the dead end on your right. After the scene with the king, you receive the Atlan’s chaingun.
  11. Dodge the green blade and eye projectiles to supercharge it, and kill the five enemies between you and the power core. At the core, use the interaction prompt to take it. Carry the core away through the blue barrier, using punches again. Destroy the bridge debris and kill the three large demons, then continue to the next Cyber Soldier. Sprint and jump across the canyon gap. Clear the remaining demons and Cyber Soldier, then punch through the final demon wall. After the scene where you put the core down, fight the armored, shield-bearing titan. Dodge its sword and shield-bash attacks, build your finisher meter and use repeated Palm Strikes to break its armor. Wait while its shield is raised rather than punching into it.
  12. Defeat the titan, then let the core-disposal and escape scenes finish. Completing the chapter unlocks Supersized Brawl. Begin Chapter 4: Sentinel Barracks after the Atlan finale. Follow the passage and recall-jump across its gap. Use the console in the large room to unlock Mission Challenges, then collect the Pulverizer from the table ahead. Clear the following tutorial encounter. Leave through the gate on your left, climb the stairs through the doorway and take the curved exterior stairs to the first Mancubus. Kill that Mancubus and enter the building ahead. Defeat the Shield Soldiers in its large pillared room and the second Mancubus at the far stairs. Continue beyond those stairs to the caged green floor pad.
  13. Stand on the pad to lower the gate and throw your shield at its exposed weak metal. Run and jump to the climbable wall, then drop into the Hell Knight ambush and clear it. Take the door whose red barrier falls and turn right down the Hell Knight hallway, avoiding or using its explosive barrels. Clear the hall, go through its end doorway and drop down the shaft. Defeat the enemies in the multi-level room, drop onto its lower walkway and pass through the hangar. Take the Ruby from the statue by the exit door. Continue through the door, drop into the next hole and collect the Impaler from the pod. Pass the Sentinel Shrine to the red pad that temporarily powers a jump booster.
  14. Throw your shield into the green mass above the armor and recall-jump through the wall opening. Turn around and Shield Charge the crate onto the red pad so the booster stays powered. Use it to enter the upper tunnel, follow the exterior drops past the Lost Souls and recall-jump over the first broken bridge. Clear the repeated arena waves, including the Mancubus and Pinky Rider, then kill the Mancubus leader for the armor Demonic Essence. Continue to the second broken bridge, defeat its Nightmare Imp Stalker and jump across. Reach the circular landing at the tower’s base, climb the right stairs and clear its two Nightmare Imp Stalkers. Drop from the tower into the burning gardens and fight through to the town square.
  15. Kill the town’s Lost Souls, drop to the next town section and clear it. Climb the stairs past the two cage wagons, turn right and descend the slope to the large gate. Finish any pickup detours before you Shield Charge through the gate: entering it starts the final Vagary Champion encounter. Fight the Vagary Champion by moving into line with the green Hell-Surge projectile in each spread and parrying it back. Repeated parries fill its stun gauge and deal heavy damage despite its gold armor reducing gunfire damage. Keep moving away from the poison globs and the pools they leave on the floor. Avoid close melee and Shield Charges, which provoke its retaliatory stomp. Kill it and finish Sentinel Barracks. Begin Aratum after Sentinel Barracks.
  16. Learn the dragon’s movement, ascent, descent, Autocannon and Assault Mode. Dodge green Hell-Surge projectiles to boost your shots against shielded targets, matching vertical or horizontal dodges to each pattern. Destroy the five tutorial turrets, follow the fighter-chase tutorial and reach the landing spot. Dismount, approach the door and throw your Shield Saw at the hot lock on its left to open it. Remount to enter the open city, where you must destroy four Hell Carriers. Approach the leftmost carrier from the city entrance. In Assault Mode, dodge its green shots and destroy the secondary turret, then the main cannon, to reveal its landing zone. Land, drop forward to the Enforcer encounter and clear it.
  17. Collect the Super Shotgun and enter the nearby building. Turn right, kill the Imp Stalkers and follow the corridor out to the long bridge. Finish its optional detours before crossing to the carrier. Board the left carrier and drop inside. Clear the demons, then return to the entrance and take the door on your right. Kill its enemies, Shield Charge through the next door and follow the drops to the engine. Destroy it with a Shield Charge and return to the dragon. Next disable the bow turret and main cannon on the central carrier above the lower secret landing platform, then land there. Fight through the central carrier’s rooms and break the blocking doors to reach its engine room.
  18. Kill the Cyberdemon, parrying its green Hell-Surge attacks and blocking its chaingun; a Shield Charge can provoke a different attack. Take any engine-room pickups before destroying the engine and remounting. Fly to the carrier right of the central one, disable its secondary guns and main cannon, then land. Kill the right carrier’s first Mancubus, drop out into the city and take the stairs down to the armored Pinky Rider encounter. Clear it and pass the Sentinel Shrine. Finish the well and Blue Key Card detours before using the entrance reached by the uphill cliff and bridge near the Soldiers’ hill. Kill the demons inside, turn right and break through the blocking door. Follow the interior path and drop into the engine room.
  19. Kill its Hell Knight leader for the ammo essence, then destroy the engine and return to the dragon. Fly to the tentacled growth on the city’s right/eastern edge, destroy its firing pod in Assault Mode and fly through its opening. Follow the tunnel route under the city to the hidden carrier. Disable its bow gun and main cannon, then land. Drop inside, go right down the stairs and left into the first large arena. Clear the Nightmare Imp Stalkers and fodder, then use the ramp beside the right-hand Gold to jump onto the next walkway. Clear the Shield Soldiers, Mancubus and Imp Stalkers on that walkway and take the Cycler from the pod. Shield Charge through the door into the Imp pit, then fight down to the engine room.
  20. Collect Deag Loric and its Gold opposite the engine before destroying it. Once all four carriers are destroyed, return to the dragon and fly into the nearby pillar’s shaft to reach the upper city. Follow the Heart Chamber objective into the cathedral and land beside the Sentinel Shrine. Jump down into the final cathedral fight. Kill its demons, including the Mancubi, Hell Knight and Pinky Rider, until a Vagary arrives. Parry its green shots back, avoid its poison pools and retaliatory close-range attacks, and kill the Hell Knight it periodically summons. Defeat the Vagary and enter the Heart Chamber to trigger the scene ending the chapter. Chapter completion unlocks Bringing the House Down.

Agaddon Champion Down!

Defeat the Agaddon boss at the end of Abyssal Forest. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (69 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Finish the forest’s Yellow Key, barracks and turret route, ride the mine lift and take the Grenade Launcher. Clear the mine encounters and defeat the shield-bearing Agaddon at its final doors.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Ancestral Blessing

Receive Ground Fissure at Ancestral Forge’s final rune basin. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (79 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Charge the three heart levers, defeat the Agaddon outside the forge, ride down and cross its machinery platforms. Pass the last shrine and enter the final door to receive the first Shield Rune.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Komodo Champion Down!

Defeat the opening Komodo Champion in Spire of Nerathul. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (118 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Clear the opening Tanks, Pinky Rider and Hell Knights. Parry both swings of the Komodo’s spear combo and its thrust, avoid the fireballs and ground impact and kill it before draining the water.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Gimme That

Acquire the Ballistic Force Crossbow in Spire of Nerathul. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (118 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Destroy all three emitters, reach the last landing and clear the arena below the chargeable statue. Defeat the Revenant leader, open the BFC gate, fire the mounted crossbow at the Old One and take it.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Jailbreak

Free the Old One and finish Spire of Nerathul. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (118 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. After acquiring the BFC, clear its supplied-bolt encounters, swim to the lift and fight up the tower. Cross the cages, take Serrat beside the last lift, return to the opening island and use its final skull switch.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Too Angry to Die

Reach the barge’s helm and finish Harbor of Souls. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (150 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Clear the opening Berserk cistern, obtain both skull keys and follow the graveyard loop to board the barge. Kill its Pinky Rider leader, pass the piston and crate rooms and take the helm elevator.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Argent Return

Defeat Kreed Maykr and finish Resurrection. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (159 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Destroy all three siege towers, sweep the battlefield before the dragon flight and take Commander Valen after landing on Kreed’s ship. Clear its drones and defeat both Kreed phases by attacking during unshielded openings.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

The Only Thing They Fear

Defeat the Old One and Enhanced Ahzrak in Final Battle. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (164 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Destroy all three Hellgate Generators in the Atlan, defeat the Old One with dodges and Siege Breakers and finish Ahzrak’s three on-foot phases. Parry his successive combos, hooded figures and green blade or ring attacks.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Game Complete

Finish Reckoning and the base campaign on any difficulty. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (173 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9.

  1. Start a new base campaign at Village of Khalim. You can use any difficulty and accessibility settings. Follow every chapter group below in order to reach the named encounter; the groups retain the keys, jumps, switches and intervening fights.
  2. Proceed through the earlier chapters in the supporting route, collecting the listed weapon and shield unlocks as they appear. Keep this same campaign save so upgrades and chapter access stay available. Complete local pickup detours before each final objective.
  3. Reach the final shrine after the lower-keep key sweep, defeat the Cyberdemon and Vagary Champion and board Ahzrak’s ship. Clear the Berserk fight, target the unshielded partner in the Witch fight and defeat Ahzrak alone afterward.
  4. Let the encounter’s execution or closing scene finish and check the achievement notification before marking it complete. If you left the chapter or bypassed a local opportunity, replay that mission with Chapter Select. You do not need a new campaign or New Game+.

Time to Hunt

Acquire the Chain Spear in the Architect’s home after the Proving Grounds defeat. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (17 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Examine the roasted demon, stone relic and broken equipment in the home. Take the displayed spear and complete its Meat Hook, slash and dash tutorial.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Hellwalker

Acquire the Praetor Suit after the third Ascension Stone and Marok fight. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (85 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Finish Osseus, return with the third stone, defeat all three Marok phases and follow the Architect’s third gateway past Sentinel Log II. Accept the temporary departure warning and finish the suit scene.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Revelations Complete

Defeat the Henchman in Uprising and finish the Revelations campaign. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (96 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Collect the two-key trial rewards, receive the Praetor Suit and complete Uprising’s Red Keycard, Berserk and two-phase Henchman route. Let the ending scenes finish and keep this save for the Master Key cleanup.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Campaign (20)

Shield Adept

Buy all six nodes in the Shield Base tree at Sentinel Shrines. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (438 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Retaliation, Power Surge, Extended Edge, Steadfast, Harvester, Blade Master, Ruby — hangar exit, Ruby and Gold — second bridge cave, 20, Red Key Card, Ruby and Gold — lower landing zone, 10, Ruby — chandelier floor pad, Challenge Ruby — Countercult — The Holy City of Aratum, Ruby — western spire arena, Ruby — submerged cage and 10 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Ruby — three wolf statues, Ruby — first Secret Key gate, Ruby — hangar scaffolding, Ruby and Gold — Cyberdemon cave, 15, Ruby and Gold — broken platforms, 7, Challenge Ruby — Ghost Buster — Abyssal Forest, Ruby, Vagary and Gold, 11, Ruby — forge side gate, Ruby — ceiling crusher, Ruby — Secret Key Gore Nest, Ruby and Gold — opened cannon-side key room, 12, Ruby and Gold — corridor floor hole, 8, Challenge Ruby — Wait For It, Ruby and Gold — underwater pillars, 8, Ruby and Gold — wreck crate switch, 5, Ruby — blue-route circular tower, Ruby — portal-area booster, Ruby and Gold — raised platform pool, 4, Ruby — looping-water eye dungeon, Ruby and Gold — first-portal bridge, 6, Ruby — shrine Secret Key room, Ruby — upper flesh tube, Ruby — crusher pressure plate, Challenge Ruby — Berserker, Ruby — optional Gore Nest, Ruby and Gold — eastern Blue Key gate, 12, Ruby — black-tree Blue Key room, Ruby — Blue Skull fleshy bridge, Ruby and Gold — lift-room upper loop, 5, Ruby and Gold — entry-ledge Secret Key door, 24, First shrine Gold — 75, Gold — ledge above red barrier, 5, Gold — Stone Imp side room, 5, Gold — Blue Key Card room, 16, Gold and Life Sigil — Accelerator vent, 5, Gold — green-projectile turret, 8, Gold — opened red-barrier room, 16, Gold and Life Sigil — fire-pipe detour, 14, Gold — opened encounter room, 8, Gold — second shrine chest, 50, Shredder — Nightmare and final 8 Gold, Hell Knight and 22 Gold, Gold — movable-crate balcony, 58, Gold — lowered gate ambush, 4, Life Sigil and Gold — hallway switch, 27, Life Sigil and Gold — first bridge cellar, 5, Ruby and Gold — second bridge cave, 20, Gold — second bridge tower chest, 50, Accelerator — Nightmare and 5 Gold, Gold — two cage wagons, 16, Sentinel Barracks and final 5 Gold, Gold — first secret landing zone, 55, Red Key Card, Ruby and Gold — lower landing zone, 10, Pulverizer — Nightmare and 15 Gold, The Holy City of Aratum, cultist circle and 8 Gold, Serrat and 5 Gold, Gold — left carrier Hell Knight chest, 50, Gold — central carrier engine room, 12, Cultist circle and Gold — right carrier well, 64, Blue Key Card, Life Sigil and 8 Gold, Gold — hidden carrier first arena, 8, Deag Loric and final 5 Gold, Gold — first shrine riverbank, 5, Western artillery route and Gold, 25, Impaler — Nightmare and 8 Gold, Ruby — submerged cage and 10 Gold, Gold — second shrine portal ruins, 65, Demonic Essence — Ammo and 8 Gold, Northeastern village cannon and 8 Gold, Chainshot dungeon and 66 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Gold — Vagary clearing chest, 50, Kreed Maykr and 5 Gold, Life Sigil and 10 Gold — shrine downhill cave, Gold — eastern wagon, 5, Eastern river cannon and 8 Gold, Gold — swamp pool chest, 50, Gold — eastern corner weak wall, 8, Gold — southern portal dungeon, 61, Gold — southeastern forest, 25, Swamp artillery cannon and 8 Gold, Life Sigil and 3 Gold — moved crate, Gold — wall above the crate, 50, Pinky Rider and 8 Gold, Gold — Revenant room and walkways, 18, Secret Key and Gold, 15, Gold — key-room pit and ambush, 23, Siege – Part 2 and 8 Gold, Gold — wreck side passage, 8, Gold — passage beside fan wall, 50, Opening hill Gold and Life Sigil, 9, Yellow Key and Gold, 3, Ruby and Gold — Cyberdemon cave, 15, Gold — brambles below the recall jump, 50, Witch and Gold, 13, Gold — suspended statue chest, 50, Gold — opposite the turret, 16, Ruby and Gold — broken platforms, 7, Gold — northern wall gate, 16, Gold — after turret breach, 16, Gold — mine corpse recall-jump chest, 50, Final mine Gold, 5, Secret Key and Gold, 5, Gold — eastern heart descent, 10, Gold — southern Secret Key gate, 50, Gold — northwestern heart approach, 4, Ancestral Forge and Gold, 5, Ruby, Vagary and Gold, 11, Gold — western fork, 9, Recall-jump Gold and crane Sigil, 6, Gold — western ramp and lower chest, 58, Gold — Cyberdemon arena ledge, 16, Gold — blue-node lift chest, 50, Gold — lower forge ledge, 6, Gold and Life Sigil — opening corpse jump, 9, The Forsaken Plains and Gold, 10, Gold — tentacle chamber, 26, Secret Key and Gold, 56, Gold — fireball window room, 6, Gold — central shrine booster chest, 50, Ruby and Gold — opened cannon-side key room, 12, Prince Ahzrak and Gold, 11, Gold — Atlan entry chest, 50, Gold — castle entry chest, 50, Gold — castle hall, 35, Gold — first vent, 8, Sentinel Command Station and Gold, 5, Chainshot — Nightmare and transport Gold, 22, Gold — first shrine room, 8, Gold and Life Sigil — fireball vent, 6, Gold — return-console chest, 50, Ruby and Gold — corridor floor hole, 8, Yellow Key Card and Gold, 12, Gold — shaft-side chest, 50, Gold — upper vent, 8, Gold — opening western cave, 50, Ruby and Gold — underwater pillars, 8, Gold — first-emitter lower ledge, 16, Gold and Life Sigil — first-emitter shrine, 12, Gold — behind first emitter, 18, Gold — hidden portal landing, 26, Gold — wreck corpse ledge, 8, Gold — wreck barrel-wall chest, 50, Ruby and Gold — wreck crate switch, 5, Gold and Life Sigil — lower Komodo ledge, 16, Gold — Gore Nest descent, 5, Spire of Nerathul and Gold, 5, Gold — fallen-pillar crossing, 5, Gold and Life Sigil — blue-route lower tower, 13, Gold — third-emitter arena, 15, Gold — final landing stairs, 25, Gold — post-BFC hot gate, 16, Gold — suspended stone chest, 50, Gold — upper tower final ledge, 16, Gold — first-ring bramble detour, 16, Gold and Life Sigil — second-ring lower ledge, 9, Gold — third-ring ledge, 5, City of Ry’uul and Gold, 6, Gold — codex-stairs corpse jump, 50, Ruby and Gold — raised platform pool, 4, Gold — purple-lift water branch, 19, Gold and Life Sigil — fireball water branch, 7, Gold — ambush corridor chest, 50, Gold — outside-ring climb, 6, Gold — node-window platform, 3, Gold — upper ring landing, 4, Demonic Essence — Armor and Gold, 3, The Witch and Gold, 8, Gold — right-island hill, 7, Gold — looping corridor chest, 50, Gold — node-locked ledge, 20, Gold and Life Sigil — first relic bridge, 5, Gold — small battlefield, 8, Gold — shrine return gate, 5, Five wolf locks, Wraithstone and Gold, 22, Gold — rotating-dungeon outer path, 8, Gold — rotating-dungeon approach, 5, Gold — rotating-room chest, 50, Gold — opening lower platform, 16, Ruby and Gold — first-portal bridge, 6, Gold and Life Sigil — lantern water hole, 6, Gold — portal-arena weak wall, 50, Gold — gate-puzzle water branch, 16, Gold — wreck outside corner, 8, Gold and optional Gore Nest, 6, Gold — second-ring ship corner, 8, Gold — final wreck eye gate, 53, Gold — Blue Sphere wall, 8, Gold — shrine barrels, 4, Secret Key and Gold, 5, Gold — temple-stairs side ledge, 8, Gold — first artery alcove, 50, Gold and Life Sigil — first-room corpse tunnel, 6, Gold — flesh-block chamber, 21, Gold — second artery corpse chest, 50, Komodo and stomach Gold, 7, Gold and Life Sigil — crusher tunnel, 14, Gold — third artery exit, 5, Gold — first shrine, 5, Gold — fireball corridor cubby, 3, Gold — first fireball upper ledge, 16, Gold — Cyberdemon lower walkway, 4, Gold and Life Sigil — lever crusher, 6, Gold — second fireball side hall, 8, Gold — lower encounter approach, 3, Gold — Revenant bridge, 4, Gold — lower Battleknight chest, 50, Harbor of Souls and Gold, 8, Gold — Blue Skull approach, 5, Acolyte and Gold, 5, Gold and Life Sigil — giant skull booster, 5, Gold — graveyard weak wall, 8, Gold — Red Skull high branch, 17, Gold — Red Skull lower circuit, 23, Gold — corpse-jump chest, 50, Gold — first piston chamber, 8, Gold — second piston upper ledge, 16, Gold — broken-floor wall chest, 50, Gold — western slope and siege approach, 13, Yellow Key and Gold, 8, Gold — siege-arena upper return, 13, Wraithstone, four wolves and cultist-room Gold, 15, Gold — wolf-side artillery cannon, 8, Gold — trench-end return pile, 8, Gold — elevated Yellow Key chest, 50, Ravager — Nightmare and cannon-pit Gold, 5, Gold — artillery roof and cultist cave, 14, Gold — cultist-cave upper ledge, 5, Maykr Drone, well cultists and Gold, 50, Gold — central shrine hill and path, 19, Gold — eastern arena artillery, 8, Blue Key and flooded-room Gold, 74, Ruby and Gold — eastern Blue Key gate, 12, Gold — crusher cave, 25, Gold — opening spike-cave approach, 7, Gold — spike-tunnel Gore Nest chest, 50, Gold — black-tree weak wall, 8, Gold — block climb to Blue Skull, 5, Gold — Blue Skull booster wall, 50, Gold — lower keep enforcer route, 10, Gold — second block climb, 6, Gold — lower keep shaft, 16, Gold — pre-arena weak wall, 50, Gold — lift room and Mancubus alcove, 10, Gold — lift-room wall and chest, 50, Ruby and Gold — lift-room upper loop, 5, Secret Key and Gold, 6, Ahzrak and Gold, 37, Ruby and Gold — entry-ledge Secret Key door, 24, Gold — ruined-building key room, 16, Gold — lower keep final key chest, 50.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Acquire the Shield Saw in Hebeth and begin purchases at its first shrine. Visit the Shield Base tab at later shrines and buy every listed node in prerequisite order using collected Gold and Rubies. You can finish as soon as you have the funds; the chapter route continues to the final shrine for any remaining cleanup.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Powerful Investment

Buy all three upgrades for one Shield Rune, such as Ground Fissure. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (100 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Aftershock, Wavefront, Megathrust, Outbreak, Upsurge, Plague, Extended Magazine, Health Extractor, Rapid Fire, Induction, Megaburst, Gigawatt.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Receive Ground Fissure after Ancestral Forge’s platform route. Continue into The Forsaken Plains, take the Rocket Launcher, leave the castle and reach a shrine. In Ground Fissure’s tab, buy Aftershock, Wavefront and Megathrust in tree order with collected currency. Only one complete rune tree is required for this achievement; you will complete all four for Berserker.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Melee Expert

Buy every upgrade for the Power Gauntlet, Flail and Dreadmace. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (174 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Finisher, Duelist, Jolt, Encore, Conditioning, Ignite, Resonant, Engulf, Reaper, Obliterator, Riposte, Ruby — hangar exit, Ruby and Gold — second bridge cave, 20, Red Key Card, Ruby and Gold — lower landing zone, 10, Ruby — chandelier floor pad, Challenge Ruby — Countercult — The Holy City of Aratum, Ruby — western spire arena, Ruby — submerged cage and 10 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Ruby — three wolf statues, Ruby — first Secret Key gate, Ruby — hangar scaffolding, Ruby and Gold — Cyberdemon cave, 15, Ruby and Gold — broken platforms, 7, Challenge Ruby — Ghost Buster — Abyssal Forest, Ruby, Vagary and Gold, 11, Ruby — forge side gate, Ruby — ceiling crusher, Ruby — Secret Key Gore Nest, Ruby and Gold — opened cannon-side key room, 12, Ruby and Gold — corridor floor hole, 8, Challenge Ruby — Wait For It, Ruby and Gold — underwater pillars, 8, Ruby and Gold — wreck crate switch, 5, Ruby — blue-route circular tower, Ruby — portal-area booster, Ruby and Gold — raised platform pool, 4, Ruby — looping-water eye dungeon, Ruby and Gold — first-portal bridge, 6, Ruby — shrine Secret Key room, Ruby — upper flesh tube, Ruby — crusher pressure plate, Challenge Ruby — Berserker, Ruby — optional Gore Nest, Ruby and Gold — eastern Blue Key gate, 12, Ruby — black-tree Blue Key room, Ruby — Blue Skull fleshy bridge, Ruby and Gold — lift-room upper loop, 5, Ruby and Gold — entry-ledge Secret Key door, 24.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Take the Gauntlet in the village, Flail in Siege Part 1 and Dreadmace through Ry’uul’s suspended water passage. Use Sentinel Shrines to buy all eleven nodes across all three melee tabs. Finish missing purchases at a later shrine or replay Ry’uul to reach its opening shrine with the unlocked Dreadmace.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Berserker

Buy every Shield Base, Shield Rune and melee upgrade in the same base campaign. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (240 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Retaliation, Power Surge, Extended Edge, Steadfast, Harvester, Blade Master, Aftershock, Wavefront, Megathrust, Outbreak, Upsurge, Plague, Extended Magazine, Health Extractor, Rapid Fire, Induction, Megaburst, Gigawatt, Finisher, Duelist, Jolt, Encore, Conditioning, Ignite, Resonant, Engulf, Reaper, Obliterator, Riposte, Ruby — hangar exit, Ruby and Gold — second bridge cave, 20, Red Key Card, Ruby and Gold — lower landing zone, 10, Ruby — chandelier floor pad, Challenge Ruby — Countercult — The Holy City of Aratum, Ruby — western spire arena, Ruby — submerged cage and 10 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Ruby — three wolf statues, Ruby — first Secret Key gate, Ruby — hangar scaffolding, Ruby and Gold — Cyberdemon cave, 15, Ruby and Gold — broken platforms, 7, Challenge Ruby — Ghost Buster — Abyssal Forest, Ruby, Vagary and Gold, 11, Ruby — forge side gate, Ruby — ceiling crusher, Ruby — Secret Key Gore Nest, Ruby and Gold — opened cannon-side key room, 12, Ruby and Gold — corridor floor hole, 8, Challenge Ruby — Wait For It, Ruby and Gold — underwater pillars, 8, Ruby and Gold — wreck crate switch, 5, Ruby — blue-route circular tower, Ruby — portal-area booster, Ruby and Gold — raised platform pool, 4, Ruby — looping-water eye dungeon, Ruby and Gold — first-portal bridge, 6, Ruby — shrine Secret Key room, Ruby — upper flesh tube, Ruby — crusher pressure plate, Challenge Ruby — Berserker, Ruby — optional Gore Nest, Ruby and Gold — eastern Blue Key gate, 12, Ruby — black-tree Blue Key room, Ruby — Blue Skull fleshy bridge, Ruby and Gold — lift-room upper loop, 5, Ruby and Gold — entry-ledge Secret Key door, 24.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Unlock all four runes by Spire of Nerathul and all three melee weapons by Ry’uul. At Sentinel Shrines, complete the six Shield Base nodes, twelve rune nodes and eleven melee nodes. You can buy upgrades throughout the campaign; finish any remaining nodes at Reckoning’s final shrine. The Harbor of Souls Berserker challenge is a separate task.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Essential Health

Acquire all health Demonic Essence upgrades. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (169 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health, Demonic Essence — Health.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Defeat each health leader in the set below, including optional arenas. You receive the upgrade automatically when the leader dies; no shrine purchase is needed. Let the next checkpoint save before exiting. The final health reward is in Resurrection.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Essential Armor

Acquire all armor Demonic Essence upgrades. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (169 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Demonic Essence — Armor, Demonic Essence — Armor, Demonic Essence — Armor, Demonic Essence — Armor, Demonic Essence — Armor, Demonic Essence — Armor, Demonic Essence — Armor and Gold, 3, Demonic Essence — Armor and second relic fragment, Demonic Essence — Armor, Demonic Essence — Armor.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Defeat each armor leader in the set below, including optional arenas. You receive the upgrade automatically when the leader dies; no shrine purchase is needed. Let the next checkpoint save before exiting. The final armor reward is in Resurrection.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Essential Ammo

Acquire all ammo Demonic Essence upgrades. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (185 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Demonic Essence — Ammo, Demonic Essence — Ammo and 8 Gold, Demonic Essence — Ammo, Demonic Essence — Ammo and northern Gore Nest, Demonic Essence — Ammo, Demonic Essence — Ammo, Demonic Essence — Ammo and first relic fragment, Demonic Essence — Ammo, portal arena, Demonic Essence — Ammo, wreck Gore Nest, Demonic Essence — Ammo, Demonic Essence — Ammo, Demonic Essence — Ammo.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Defeat each ammo leader in the set below, including optional arenas. You receive the upgrade automatically when the leader dies; no shrine purchase is needed. Let the next checkpoint save before exiting. The final ammo reward is in Reckoning.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Essentially Unstoppable

Acquire all thirty-two base Demonic Essences in one campaign. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (205 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Demonic Essence — Health, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Ammo and 8 Gold, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Armor, Demonic Essence — Ammo and northern Gore Nest, Demonic Essence — Health, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Health, Demonic Essence — Armor and Gold, 3, Demonic Essence — Ammo and first relic fragment, Demonic Essence — Armor and second relic fragment, Demonic Essence — Ammo, portal arena, Demonic Essence — Ammo, wreck Gore Nest, Demonic Essence — Armor, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Health, Demonic Essence — Ammo, Demonic Essence — Armor, Demonic Essence — Ammo.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Clear every listed leader arena and optional Gore Nest for eleven health, nine armor and twelve ammo essences. The final Cyberdemon leader in Reckoning gives the last ammo upgrade before the Vagary Champion arrives. After that fight, confirm the three completed stat sets and let the checkpoint save.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Lore Nerd

Collect all twenty-six base codex pages, ending with Marok in Reckoning. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (199 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Doom Slayer, Village of Khalim, Hebeth, Sentinel Barracks, The Holy City of Aratum, Deag Loric, Siege – Part 1, Kreed Maykr, Siege – Part 2, Abyssal Forest, Ancestral Forge, King Novik, The Forsaken Plains, Prince Ahzrak, Sentinel Command Station, Spire of Nerathul, Serrat, City of Ry’uul, The Witch, Temple of Lomarith, Commander Thira, Harbor of Souls, Hell Priests, Resurrection, Commander Valen, Marok.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Follow the codex detours in their campaign order. Take Marok on the right immediately after Reckoning’s opening weak-wall drop, before entering the first grounds fight. Inspect the actual Codex menu for any absent page and revisit its chapter through Chapter Select; a chapter counter alone is not your final confirmation.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Toy Collector

Collect all twenty-four base demon toys, including the two Reckoning toys. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (197 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Imp, Soldier, Imp Stalker, Hell Knight, Serrat, Slayer, Mancubus, Pinky Rider, Witch, Vagary, Cyberdemon, Atlan, Kreed Maykr, Arachnotron, Revenant, Agaddon Hunter, Battle Knight, Cacodemon Hybrid, Komodo, Acolyte, Cosmic Baron, Maykr Drone, The Old One, Ahzrak.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Finish every toy detour, including the optional Gore Nest’s The Old One in Reckoning and the Secret Key room’s Ahzrak. Obtain the purple key after the lift-room Ruby loop, return to the opening grounds and enter the gate beside the first shrine for Ahzrak and its four Gold piles. Check the toy collection afterward.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Challenge Completed

Complete all forty-eight base campaign mission challenges. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (221 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Rip and Tear — Sentinel Barracks, Plunderer — Sentinel Barracks, Prize Fighter — Sentinel Barracks, Countercult — The Holy City of Aratum, Layover — The Holy City of Aratum, Cat and Mouse — The Holy City of Aratum, Immovable Object — Siege Part 1, Unstoppable Force — Siege Part 1, Siege Breaker — Siege Part 1, Roundhouse — Siege Part 2, Exterminator — Siege Part 2, Ghost Buster — Abyssal Forest, Knockout — Abyssal Forest, Bone Collector — Abyssal Forest, Nothing But Nade, Sawed Off, Seven Secrets, Rocket Man, Exterminator, Fault Line, Elusive, Crushinator, Dispersion, Punching Bag, Wait For It, Skeleton Key, Deft Dragon, Veteran Pursuer, Heart Harvester, Master Blaster, Expert Stalker, Heads Up, Face Cracker, Torrent, Hunter, Roundup, Swashbuckler, Water Logged, Swallowed Whole, Toe-To-Toe, Berserker, Dragon Hoard, Executioner, Cannon Crusher, Extreme Prejudice, Master Hunter, Death Clock, Thy Flesh Consumed.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Unlock the challenge menu at Sentinel Barracks and pin each chapter’s tasks. Finish the two Reckoning challenges after all earlier counters: group fodder for twenty-five kills in ten seconds and keep the first Gore Nest Baron alive until the second arrives so both die within five seconds. Replay missing chapter tasks through Chapter Select.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Fully Loaded

Fully upgrade one ranged weapon and finish its newly unlocked mastery challenge. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (91 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Wolf locks and first Wraithstone, Wraithstone — Atlan Core arena, Wraithstone — upper Secret Key door, Wraithstone — waterfall mountain, Wraithstone and Grenade Launcher — Nightmare, Wraithstone — final Cosmic Eye, Five wolf locks, Wraithstone and Gold, 22, Wraithstone — changing ship maze, Wraithstone — circular-stair lift, Wraithstone, four wolves and cultist-room Gold, 15, Wraithstone — lower keep key room, Combat Shotgun mastery.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. For an early route, buy the Combat Shotgun’s four tiers at a shrine, spending the first Ancestral Forge Wraithstone on Eat This! after completing its wolf puzzle. Pin its mastery and land 150 shots with every pellet hitting a demon. Shoot large targets at close range, using Tune Up if desired. Repeat encounters through Chapter Select until the counter completes.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Gunpletionist

(Grind-heavy) Fully upgrade all eleven ranged weapons and complete all eleven mastery counters. Tip: Base campaign. Use the chapter routes and local detours below from a new campaign. Each mission’s final objective closes its local window for that visit; Chapter Select restores access in the same save. New Game+ or a new save is unnecessary. Full list (454 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Combat Shotgun mastery, Super Shotgun mastery, Shredder mastery, Impaler mastery, Accelerator mastery, Cycler mastery, Pulverizer mastery, Ravager mastery, Chainshot mastery, Grenade Launcher mastery, Rocket Launcher mastery, Wolf locks and first Wraithstone, Wraithstone — Atlan Core arena, Wraithstone — upper Secret Key door, Wraithstone — waterfall mountain, Wraithstone and Grenade Launcher — Nightmare, Wraithstone — final Cosmic Eye, Five wolf locks, Wraithstone and Gold, 22, Wraithstone — changing ship maze, Wraithstone — circular-stair lift, Wraithstone, four wolves and cultist-room Gold, 15, Wraithstone — lower keep key room, Ruby — hangar exit, Ruby and Gold — second bridge cave, 20, Red Key Card, Ruby and Gold — lower landing zone, 10, Ruby — chandelier floor pad, Challenge Ruby — Countercult — The Holy City of Aratum, Ruby — western spire arena, Ruby — submerged cage and 10 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Ruby — three wolf statues, Ruby — first Secret Key gate, Ruby — hangar scaffolding, Ruby and Gold — Cyberdemon cave, 15, Ruby and Gold — broken platforms, 7, Challenge Ruby — Ghost Buster — Abyssal Forest, Ruby, Vagary and Gold, 11, Ruby — forge side gate, Ruby — ceiling crusher, Ruby — Secret Key Gore Nest, Ruby and Gold — opened cannon-side key room, 12, Ruby and Gold — corridor floor hole, 8, Challenge Ruby — Wait For It, Ruby and Gold — underwater pillars, 8, Ruby and Gold — wreck crate switch, 5, Ruby — blue-route circular tower, Ruby — portal-area booster, Ruby and Gold — raised platform pool, 4, Ruby — looping-water eye dungeon, Ruby and Gold — first-portal bridge, 6, Ruby — shrine Secret Key room, Ruby — upper flesh tube, Ruby — crusher pressure plate, Challenge Ruby — Berserker, Ruby — optional Gore Nest, Ruby and Gold — eastern Blue Key gate, 12, Ruby — black-tree Blue Key room, Ruby — Blue Skull fleshy bridge, Ruby and Gold — lift-room upper loop, 5, Ruby and Gold — entry-ledge Secret Key door, 24, First shrine Gold — 75, Gold — ledge above red barrier, 5, Gold — Stone Imp side room, 5, Gold — Blue Key Card room, 16, Gold and Life Sigil — Accelerator vent, 5, Gold — green-projectile turret, 8, Gold — opened red-barrier room, 16, Gold and Life Sigil — fire-pipe detour, 14, Gold — opened encounter room, 8, Gold — second shrine chest, 50, Shredder — Nightmare and final 8 Gold, Hell Knight and 22 Gold, Gold — movable-crate balcony, 58, Gold — lowered gate ambush, 4, Life Sigil and Gold — hallway switch, 27, Life Sigil and Gold — first bridge cellar, 5, Ruby and Gold — second bridge cave, 20, Gold — second bridge tower chest, 50, Accelerator — Nightmare and 5 Gold, Gold — two cage wagons, 16, Sentinel Barracks and final 5 Gold, Gold — first secret landing zone, 55, Red Key Card, Ruby and Gold — lower landing zone, 10, Pulverizer — Nightmare and 15 Gold, The Holy City of Aratum, cultist circle and 8 Gold, Serrat and 5 Gold, Gold — left carrier Hell Knight chest, 50, Gold — central carrier engine room, 12, Cultist circle and Gold — right carrier well, 64, Blue Key Card, Life Sigil and 8 Gold, Gold — hidden carrier first arena, 8, Deag Loric and final 5 Gold, Gold — first shrine riverbank, 5, Western artillery route and Gold, 25, Impaler — Nightmare and 8 Gold, Ruby — submerged cage and 10 Gold, Gold — second shrine portal ruins, 65, Demonic Essence — Ammo and 8 Gold, Northeastern village cannon and 8 Gold, Chainshot dungeon and 66 Gold, Ruby and Gold — Secret Key lift dungeon, 88, Gold — Vagary clearing chest, 50, Kreed Maykr and 5 Gold, Life Sigil and 10 Gold — shrine downhill cave, Gold — eastern wagon, 5, Eastern river cannon and 8 Gold, Gold — swamp pool chest, 50, Gold — eastern corner weak wall, 8, Gold — southern portal dungeon, 61, Gold — southeastern forest, 25, Swamp artillery cannon and 8 Gold, Life Sigil and 3 Gold — moved crate, Gold — wall above the crate, 50, Pinky Rider and 8 Gold, Gold — Revenant room and walkways, 18, Secret Key and Gold, 15, Gold — key-room pit and ambush, 23, Siege – Part 2 and 8 Gold, Gold — wreck side passage, 8, Gold — passage beside fan wall, 50, Opening hill Gold and Life Sigil, 9, Yellow Key and Gold, 3, Ruby and Gold — Cyberdemon cave, 15, Gold — brambles below the recall jump, 50, Witch and Gold, 13, Gold — suspended statue chest, 50, Gold — opposite the turret, 16, Ruby and Gold — broken platforms, 7, Gold — northern wall gate, 16, Gold — after turret breach, 16, Gold — mine corpse recall-jump chest, 50, Final mine Gold, 5, Secret Key and Gold, 5, Gold — eastern heart descent, 10, Gold — southern Secret Key gate, 50, Gold — northwestern heart approach, 4, Ancestral Forge and Gold, 5, Ruby, Vagary and Gold, 11, Gold — western fork, 9, Recall-jump Gold and crane Sigil, 6, Gold — western ramp and lower chest, 58, Gold — Cyberdemon arena ledge, 16, Gold — blue-node lift chest, 50, Gold — lower forge ledge, 6, Gold and Life Sigil — opening corpse jump, 9, The Forsaken Plains and Gold, 10, Gold — tentacle chamber, 26, Secret Key and Gold, 56, Gold — fireball window room, 6, Gold — central shrine booster chest, 50, Ruby and Gold — opened cannon-side key room, 12, Prince Ahzrak and Gold, 11, Gold — Atlan entry chest, 50, Gold — castle entry chest, 50, Gold — castle hall, 35, Gold — first vent, 8, Sentinel Command Station and Gold, 5, Chainshot — Nightmare and transport Gold, 22, Gold — first shrine room, 8, Gold and Life Sigil — fireball vent, 6, Gold — return-console chest, 50, Ruby and Gold — corridor floor hole, 8, Yellow Key Card and Gold, 12, Gold — shaft-side chest, 50, Gold — upper vent, 8, Gold — opening western cave, 50, Ruby and Gold — underwater pillars, 8, Gold — first-emitter lower ledge, 16, Gold and Life Sigil — first-emitter shrine, 12, Gold — behind first emitter, 18, Gold — hidden portal landing, 26, Gold — wreck corpse ledge, 8, Gold — wreck barrel-wall chest, 50, Ruby and Gold — wreck crate switch, 5, Gold and Life Sigil — lower Komodo ledge, 16, Gold — Gore Nest descent, 5, Spire of Nerathul and Gold, 5, Gold — fallen-pillar crossing, 5, Gold and Life Sigil — blue-route lower tower, 13, Gold — third-emitter arena, 15, Gold — final landing stairs, 25, Gold — post-BFC hot gate, 16, Gold — suspended stone chest, 50, Gold — upper tower final ledge, 16, Gold — first-ring bramble detour, 16, Gold and Life Sigil — second-ring lower ledge, 9, Gold — third-ring ledge, 5, City of Ry’uul and Gold, 6, Gold — codex-stairs corpse jump, 50, Ruby and Gold — raised platform pool, 4, Gold — purple-lift water branch, 19, Gold and Life Sigil — fireball water branch, 7, Gold — ambush corridor chest, 50, Gold — outside-ring climb, 6, Gold — node-window platform, 3, Gold — upper ring landing, 4, Demonic Essence — Armor and Gold, 3, The Witch and Gold, 8, Gold — right-island hill, 7, Gold — looping corridor chest, 50, Gold — node-locked ledge, 20, Gold and Life Sigil — first relic bridge, 5, Gold — small battlefield, 8, Gold — shrine return gate, 5, Five wolf locks, Wraithstone and Gold, 22, Gold — rotating-dungeon outer path, 8, Gold — rotating-dungeon approach, 5, Gold — rotating-room chest, 50, Gold — opening lower platform, 16, Ruby and Gold — first-portal bridge, 6, Gold and Life Sigil — lantern water hole, 6, Gold — portal-arena weak wall, 50, Gold — gate-puzzle water branch, 16, Gold — wreck outside corner, 8, Gold and optional Gore Nest, 6, Gold — second-ring ship corner, 8, Gold — final wreck eye gate, 53, Gold — Blue Sphere wall, 8, Gold — shrine barrels, 4, Secret Key and Gold, 5, Gold — temple-stairs side ledge, 8, Gold — first artery alcove, 50, Gold and Life Sigil — first-room corpse tunnel, 6, Gold — flesh-block chamber, 21, Gold — second artery corpse chest, 50, Komodo and stomach Gold, 7, Gold and Life Sigil — crusher tunnel, 14, Gold — third artery exit, 5, Gold — first shrine, 5, Gold — fireball corridor cubby, 3, Gold — first fireball upper ledge, 16, Gold — Cyberdemon lower walkway, 4, Gold and Life Sigil — lever crusher, 6, Gold — second fireball side hall, 8, Gold — lower encounter approach, 3, Gold — Revenant bridge, 4, Gold — lower Battleknight chest, 50, Harbor of Souls and Gold, 8, Gold — Blue Skull approach, 5, Acolyte and Gold, 5, Gold and Life Sigil — giant skull booster, 5, Gold — graveyard weak wall, 8, Gold — Red Skull high branch, 17, Gold — Red Skull lower circuit, 23, Gold — corpse-jump chest, 50, Gold — first piston chamber, 8, Gold — second piston upper ledge, 16, Gold — broken-floor wall chest, 50, Gold — western slope and siege approach, 13, Yellow Key and Gold, 8, Gold — siege-arena upper return, 13, Wraithstone, four wolves and cultist-room Gold, 15, Gold — wolf-side artillery cannon, 8, Gold — trench-end return pile, 8, Gold — elevated Yellow Key chest, 50, Ravager — Nightmare and cannon-pit Gold, 5, Gold — artillery roof and cultist cave, 14, Gold — cultist-cave upper ledge, 5, Maykr Drone, well cultists and Gold, 50, Gold — central shrine hill and path, 19, Gold — eastern arena artillery, 8, Blue Key and flooded-room Gold, 74, Ruby and Gold — eastern Blue Key gate, 12, Gold — crusher cave, 25, Gold — opening spike-cave approach, 7, Gold — spike-tunnel Gore Nest chest, 50, Gold — black-tree weak wall, 8, Gold — block climb to Blue Skull, 5, Gold — Blue Skull booster wall, 50, Gold — lower keep enforcer route, 10, Gold — second block climb, 6, Gold — lower keep shaft, 16, Gold — pre-arena weak wall, 50, Gold — lift room and Mancubus alcove, 10, Gold — lift-room wall and chest, 50, Ruby and Gold — lift-room upper loop, 5, Secret Key and Gold, 6, Ahzrak and Gold, 37, Ruby and Gold — entry-ledge Secret Key door, 24, Gold — ruined-building key room, 16, Gold — lower keep final key chest, 50.

  1. Start a new base campaign in Village of Khalim. Follow the complete chapter groups below in order, keeping the same save. The route identifies every necessary key, switch, jump, arena and chapter ending before the completion task.
  2. Collect the required detours in the accompanying set groups as you reach their chapters. Finish a local branch before its exit, and compare your inventory or Challenges menu with the set counter before leaving. Chapter Select lets you return with the same accumulated collection and upgrades.
  3. Spend one Wraithstone on each weapon’s final tier; the last stone is behind Reckoning’s lower-keep Secret Key gate. Buy the remaining upgrades at the final shrine and pin each mastery in turn. For repeated attempts, load Resurrection, follow its blood stream and lake scene, pass the shrine and drop into the first battle. Use large targets for damage counters and melee fodder for ammo. Verify every mastery counter, including both plasma weapons, before finishing.
  4. After completing the task, wait for the checkpoint and inspect the corresponding menu and achievement notification. Use Chapter Select to recover any missing location or repeat unfinished combat counters. Starting New Game+ or a new save is unnecessary for base-campaign cleanup.

Time is Money

Finish one Ritual of Power with any medal. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (116 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. After assembling the Master Key, return to Hell’s Core and follow the other starting Master Key door through the Shield Relic arena to the icy cage room. Activate the left Ritual, clear all six Gore Nests and finish within a medal’s limit. Gold is needed later for this area’s Astral fragment.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Some Assembly Required

Collect the five Relief fragments to assemble a five-piece Relic. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (142 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Idol piece 1 of 2, Idol piece 2 of 2, Beast piece 1 of 3, Beast piece 2 of 3, Beast piece 3 of 3, Relief piece 1 of 5, Relief piece 2 of 5, Relief piece 3 of 5, Mask piece 1 of 2, Mask piece 2 of 2, Deity piece 1 of 3, Deity piece 2 of 3, Deity piece 3 of 3, Angel piece 1 of 4, Angel piece 2 of 4, Angel piece 3 of 4, Angel piece 4 of 4, Sword piece 1 of 4, Sword piece 2 of 4, Sword piece 3 of 4, Sword piece 4 of 4, Urn piece 1 of 3, Urn piece 2 of 3, Urn piece 3 of 3, Dagger piece 1 of 2, Dagger piece 2 of 2, Axe piece 1 of 3, Axe piece 2 of 3, Axe piece 3 of 3, Relief piece 4 of 5, Relief piece 5 of 5, Shield piece 1 of 3, Shield piece 2 of 3, Shield piece 3 of 3, Reliquary piece 1 of 2, Reliquary piece 2 of 2, Amphora piece 1 of 4, Amphora piece 2 of 4, Amphora piece 3 of 4, Amphora piece 4 of 4, Chalice piece 1 of 2, Chalice piece 2 of 2.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. After Hell’s Core, collect the keep’s armor-gap fragment, rotating-booster fragment and upper floating-platform fragment. Return after Uprising and use the Wheel’s gate and ledge codes for the final two. The fifth piece completes the Relief automatically.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Spear Adept

(Incomplete) Buy every upgrade in one Chain Spear ability column. Incomplete: The shrine and currency routes are complete, but the exact node-by-node Chain Spear purchase sequence is not established. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (147 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Buy an empowered Stab, Throw or Slam at Hell’s Core’s first Hollow Shrine, then purchase its prerequisite nodes with Platinum as you progress. Finish Uprising for the final tier, collect Blood Iron through the Master Key detours and buy that ability column’s last node.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Hello, Old Friend

(Incomplete) Complete all four Classic Encounters to assemble and acquire the ’93 Shotgun. Incomplete: The approaches and pickups are detailed, but the full switch-by-switch interior routes for Underhalls and The Waste Tunnels are not established. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (151 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, ’93 Shotgun piece 1 of 4, ’93 Shotgun piece 2 of 4, ’93 Shotgun piece 3 of 4, ’93 Shotgun piece 4 of 4.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. After Uprising, return to the Master Key doors in Hell’s Core, Chasm, Osseus and Uprising. Complete all four shotgun-only encounters and keep their fragments in one save. The last component creates the ’93 Shotgun power weapon.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Xal’Goroth Defeated

Assemble the Astral Key and defeat Xal’Goroth the Imprisoned beneath Purgatory. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (161 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Astral Key — Hell’s Core Ritual, Astral Key — Hell’s Core Praetor, Astral Key — Chasm Ritual, Astral Key — Chasm Praetor, Astral Key — Osseus Ritual, Astral Key — Osseus Praetor, Astral Key — Uprising Ritual, Astral Key — Uprising Praetor.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Earn Gold in every Ritual and clear every Praetor Fight for eight fragments. Return to the drained pit outside the Architect’s home, enter the opened gate and green mist, stock up via both Meat Hook platforms and defeat both boss phases with the intervening demon waves.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Spear Mastery

(Incomplete) Purchase every Chain Spear upgrade in one Revelations save slot. Incomplete: The shrine and currency routes are complete, but the exact node-by-node Chain Spear purchase sequence is not established. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (147 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Take all Platinum and Blood Iron detours, assemble all fourteen ordinary Relics and collect challenge rewards. After Uprising opens the final tiers, visit Hollow Shrines and buy every Chain Spear node in every column. Keep the same DLC save throughout; suit upgrades use separate essence resources.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Archeologist

Assemble all fourteen ordinary Relics in one Revelations save slot. The Master Key, ’93 Shotgun and Astral Key are separate utility assemblies. Tip: Act 2: Revelations. Keep one DLC save. Area exits close access for that visit; finishing Uprising restores the earlier areas through Hollow Shrines. You can recover missing pickups without a new campaign or New Game+. Full list (189 route entries): Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 17, Stage 1, Stage 2, Stage 3, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 14, Stage 15, Stage 16, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 11, Stage 12, Stage 13, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Stage 9, Stage 10, Stage 1, Stage 2, Stage 3, Stage 4, Stage 5, Stage 6, Stage 7, Stage 8, Idol piece 1 of 2, Idol piece 2 of 2, Beast piece 1 of 3, Beast piece 2 of 3, Beast piece 3 of 3, Relief piece 1 of 5, Relief piece 2 of 5, Relief piece 3 of 5, Mask piece 1 of 2, Mask piece 2 of 2, Deity piece 1 of 3, Deity piece 2 of 3, Deity piece 3 of 3, Angel piece 1 of 4, Angel piece 2 of 4, Angel piece 3 of 4, Angel piece 4 of 4, Sword piece 1 of 4, Sword piece 2 of 4, Sword piece 3 of 4, Sword piece 4 of 4, Urn piece 1 of 3, Urn piece 2 of 3, Urn piece 3 of 3, Dagger piece 1 of 2, Dagger piece 2 of 2, Axe piece 1 of 3, Axe piece 2 of 3, Axe piece 3 of 3, Relief piece 4 of 5, Relief piece 5 of 5, Shield piece 1 of 3, Shield piece 2 of 3, Shield piece 3 of 3, Reliquary piece 1 of 2, Reliquary piece 2 of 2, Amphora piece 1 of 4, Amphora piece 2 of 4, Amphora piece 3 of 4, Amphora piece 4 of 4, Chalice piece 1 of 2, Chalice piece 2 of 2.

  1. Start a new Revelations campaign in one save slot. Follow the ordered area groups below from Proving Grounds. They include the intervening keys, switches, movement puzzles, fights and campaign exits before this achievement’s task.
  2. Collect the required detours as you reach them. Keep this same DLC save through the Ascension trials and Uprising, then return through Hollow Shrines when the Master Key unlocks the post-campaign branches. Check the normal and endgame map counters separately.
  3. Collect the forty-two ordinary fragments in the Relic inventory. Finish Uprising to open the Master Key doors for Shield, Reliquary, Amphora and Chalice. Pick up Chalice’s second fragment beside Uprising’s Classic door to finish the ordinary collection when following this route.
  4. After completing the requirement, let the checkpoint save and check the matching menu and achievement notification. The Uprising departure warning only delays return access until that campaign ending. A new campaign or New Game+ is unnecessary for normal cleanup.

Progression (2)

Upgraded

Finish Village of Khalim, then follow Hebeth to its first Sentinel Shrine. Collect all 75 Gold in that room and buy an available weapon upgrade during the tutorial. Tip: You can recover this in the same campaign save through Chapter Select. No optional difficulty setting or New Game+ run is required.

  1. Start a new base campaign. The opening scene gives you the Combat Shotgun and shield, then places you in the Village of Khalim.
  2. Kill the first Zombies, climb the ledge and hold your shield up as you advance through the cannon’s shots. Clear the next group, climb the orange-marked cliff and the second cliff on your left, then Shield Charge through the weak wall.
  3. Kill the Imp Stalker beyond that wall and clear the next open encounter. Go through the burning building and drop to the arsenal pod to collect the Power Gauntlet. Enter the gate on your right and finish the single-hit and three-hit melee tutorials.
  4. Pass through the gate opened by the melee tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the pickups and drop into the encounter beside the large locked Blue Key gate.
  5. Clear that encounter and take the archway left of the large gate. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile. Climb outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider.
  6. Defeat the Pinky Rider, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue. Break the wall on your right to return toward the large Blue Key gate. Open the gate, watch the scene and drop into the four-portal area.
  7. Defeat the first portal’s defenders. Take the narrow passage on your left to the second portal arena and clear it. Continue through the tunnel and its sealed Zombie ambush, then collect the Shredder from the pod in the open area beyond and defeat the ambush there.
  8. Follow the tracks right of the Shredder uphill, then turn left onto the high ground. Clear the third portal encounter, cross the wooden bridge and drop back toward the first portal arena. Follow either path around the purple locked gate to the remaining portal and kill its defenders.
  9. After all four portals close, return to the first portal arena and go through the exit gate that opens. Follow the route through the building and cave, then drop from the overlook where the huge demon is fighting dragons. Clear the final large ground encounter and continue toward the beach.
  10. Use the beach turret’s normal fire to kill the attacking demons. Shoot the large torch-bearing enemies to set off their explosions, and finish the Pinky Riders as they arrive. When the titan approaches, charge the turret’s green meter with normal shots and fire a bolt at it. Repeat until you have landed three bolts, then let the ending scene and chapter completion finish.
  11. Begin Chapter 2: Hebeth after completing the village. Walk forward from the teleport and take the Shield Saw from the arsenal pod. Clear the Imp Stalkers and Shield Soldiers, then throw the saw at the hot chains to enter the first building.
  12. Climb the stairs inside and enter the next room. Clear it, take the two short flights of stairs and use the upper doorway’s switch. Cross the bridge into the large multi-level room, drop to its lower floor and kill the demons.
  13. Go through the lower doorway, throw the saw at the hot lock on the gate to your right and clear the Zombies beyond. Climb the wall and operate the switch to open the gate back onto the upper floor. Kill the enemies coming out of the elevator, enter it and climb out to the exterior.
  14. Kill the first Hell Knight, then finish the following waves. Cross the bridge back into the facility and follow the corridor to the room containing the first Sentinel Shrine. Break the chest for 50 Gold and collect the loose Gold below, behind and around the shrine for 75 Gold in total.
  15. Interact with the green Sentinel Shrine after collecting the room’s 75 Gold. Buy one available weapon upgrade and finish the tutorial. The first successful purchase unlocks Upgraded; you do not need to wait until Barrier Core or save your currency until the final mission.

Essential Upgrade

Finish Village of Khalim and follow Hebeth through the shrine and Accelerator tutorials. Kill the armored Pinky Rider leader in Hebeth’s final arena to receive the first health Demonic Essence. Tip: You can recover this in the same campaign save through Chapter Select. No optional difficulty setting or New Game+ run is required.

  1. Start a new base campaign. The opening scene gives you the Combat Shotgun and shield, then places you in the Village of Khalim. Kill the first Zombies, climb the ledge and hold your shield up as you advance through the cannon’s shots. Clear the next group, climb the orange-marked cliff and the second cliff on your left, then Shield Charge through the weak wall.
  2. Kill the Imp Stalker beyond that wall and clear the next open encounter. Go through the burning building and drop to the arsenal pod to collect the Power Gauntlet. Enter the gate on your right and finish the single-hit and three-hit melee tutorials. Pass through the gate opened by the melee tutorial, climb inside the burning building and Shield Charge across the burning pit through the next weak wall. Follow the pickups and drop into the encounter beside the large locked Blue Key gate.
  3. Clear that encounter and take the archway left of the large gate. Pass the smaller locked gate, break into the next burning building and parry the turret’s green projectile. Climb outside, kill the Imp Stalkers and go left up the stairs to the Pinky Rider. Defeat the Pinky Rider, climb into the corrupted shrine and take the Blue Key from the corpse beside the statue. Break the wall on your right to return toward the large Blue Key gate. Open the gate, watch the scene and drop into the four-portal area.
  4. Defeat the first portal’s defenders. Take the narrow passage on your left to the second portal arena and clear it. Continue through the tunnel and its sealed Zombie ambush, then collect the Shredder from the pod in the open area beyond and defeat the ambush there. Follow the tracks right of the Shredder uphill, then turn left onto the high ground. Clear the third portal encounter, cross the wooden bridge and drop back toward the first portal arena. Follow either path around the purple locked gate to the remaining portal and kill its defenders.
  5. After all four portals close, return to the first portal arena and go through the exit gate that opens. Follow the route through the building and cave, then drop from the overlook where the huge demon is fighting dragons. Clear the final large ground encounter and continue toward the beach. Use the beach turret’s normal fire to kill the attacking demons. Shoot the large torch-bearing enemies to set off their explosions, and finish the Pinky Riders as they arrive. When the titan approaches, charge the turret’s green meter with normal shots and fire a bolt at it. Repeat until you have landed three bolts, then let the ending scene and chapter completion finish.
  6. Begin Chapter 2: Hebeth after completing the village. Walk forward from the teleport and take the Shield Saw from the arsenal pod. Clear the Imp Stalkers and Shield Soldiers, then throw the saw at the hot chains to enter the first building.
  7. Climb the stairs inside and enter the next room. Clear it, take the two short flights of stairs and use the upper doorway’s switch. Cross the bridge into the large multi-level room, drop to its lower floor and kill the demons.
  8. Go through the lower doorway, throw the saw at the hot lock on the gate to your right and clear the Zombies beyond. Climb the wall and operate the switch to open the gate back onto the upper floor. Kill the enemies coming out of the elevator, enter it and climb out to the exterior.
  9. Kill the first Hell Knight, then finish the following waves. Cross the bridge back into the facility and follow the corridor to the room containing the first Sentinel Shrine. Break the chest for 50 Gold and collect the loose Gold below, behind and around the shrine for 75 Gold in total.
  10. Buy a weapon upgrade at the first Sentinel Shrine. Leave through its left door and follow the passage away from the red barrier, going upstairs to the Stone Imps. Pass through the wall they break, continue along the passage and climb the marked wall on your right.
  11. Jump the gap into the electrified corridor, defeat the Hell Knight and drop through the hole at its far end. Take the Blue Key Card from the corpse in the room overlooking the shrine, then use its nearby door to return to the shrine chamber and clear the new fight.
  12. Use the Blue Key Card door to the shrine’s right to enter R&D. Follow the hallway, turn right and drop into the weapon chamber. Clear both Mancubi and their supporting demons so the barrier falls, then take the Accelerator.
  13. Leave through the door left of the Accelerator and fight through the facility to the suspended lift. Break its hot lock with the Shield Saw, climb its crates and the wall above them, then parry the crossing corridor’s green-projectile turret.
  14. Climb the wall opposite the turret, turn right and break through the vent into the Mancubus chamber. Clear it, climb onward and turn left through the doorway back outside the first shrine room. Kill the new enemies and continue through the former Stone Imp room, whose blue barrier is now gone.
  15. Follow the route outside and down the ledges to the fire pipes. Stay right at the fork beside the flames, climb the stairs and the wall on your left, then look right and throw the saw at the hot lock across the gap. Jump into that opening, turn the wheel to shut off the flames and break out through the weak door.
  16. Return to the now-open doorway behind the fire pipes. Go down the steps, kill the Hell Knight breaking through the wall and continue through its doorway. Drop past the ammo and follow the shattered-wall route, with fighting titans on your right, into the next large encounter.
  17. Clear the encounter, take the stairs on your right and turn left into the one-way drop. Follow the corridor to the Shield Recall Jump tutorial. Throw the saw into the green fleshy target and recall-jump to the second Sentinel Shrine.
  18. Climb onward from the second shrine and follow the main route across the bridge and through the portal to the exterior. Drop into the final arena. Keep killing demons until the armored Pinky Rider leader comes through a new portal. Kill it to receive the health Demonic Essence automatically, then finish the chapter.
  19. The leader has the Pinky Rider’s two-part pressure: the rider fires at range while the mount threatens you in melee. Keep moving, damage it with your available guns and parry the green projectile in its shield volley when possible. Defeating it awards the health essence and unlocks Essential Upgrade; wait for the chapter completion before leaving.