BOOK 2: REBELS
Kian will awaken in a cell. Turn left and proceed down the hallway, past the two talking rebels. Walk past them, following the hallway into the open chamber.
There will be a cut scene where Likho and Sheperd will be introduced. They offer you the opportunity to join the rebels. You can earn a very easy but missable achievement at this point.
When given the option, REJECT
the offer to join the rebellion.
You will be brought back to your cell. Shepherd will visit and give you one final opportunity to help the rebels and leaves the door open for you to follow her. Stand still and the door will close.
You will get a game over and will unlock:
Let the World Burn
Kian rejected the rebels and doomed reality to destruction. Good job!
At the main menu, choose to continue your game. You will still be inside your cell, but this time, leave. Follow the hallway back to the chamber and speak with Sheperd. Afterwards, you'll need to walk around the outside of this room and speak to Jakai, Likho, Enu and the General. All the required people will have a gear on them when you go to interact (with the exception of Likho since we've already met).
After a certain amount of time, a bell will ring. You'll need to speak to Sheperd in order to continue. She will give you your next mission.
Change your clothes in your cell. When you have spoken to everybody and are ready to leave, look for the staircase in the main chamber. Go down the stairs and take the first left. Interact with the boat to be taken to Marcuria.
Once the cutscenes have finished, check your goals and you'll see we have various objectives available to you. There is a map, but it's not as helpful to us as the maps we can check in Zoe's chapters. I will direct the best that I can (and provide a few videos). We will be visiting the Mole first, simply because it's the closest to us.
From your starting position, take the first left. There will be a person standing outside of a door directly in front of you. This is the Mole's house. Enter the house.
Once inside, go down the stairs to speak to the Mole. After the conversation, you can leave. The Mole will mark a location on our map so that we can help her later. The checkpoint is going to be the key focus for the Mole's task.
After exiting the Mole's house, turn left and go up the stairs. At the top of the stairs, head left again to find the Magical Market.
After getting the view of the Magical Market, quickly pan the camera behind Kian. Interact with the child thief (named Bip) trying to pickpocket you. He offers to show you where the National Front meeting is held. Choose the option to go with Bip later.
Instead, take the left exit out the market and walk north. Consult the map that the Mole gave you, and you should be near the runner's path. The map location will change to The Bones if you've gone the right way. I followed the runner's path backwards to reach the checkpoint quicker. If you are following this path, turn right into the City Green. Keep following the path, going up the stairs. At this point (for me), I ran into the runner. I'll show a video of the exact path that I took:
When you run into him, you will need to follow him. Follow the runner until he stops to consult a sign.
You need to approach the street sign and swap the place names. Interact with them to put them in the inventory, and then swap the names. Watchers Court will go on the left and Uthrin's Ascent goes on the right. Once done, the runner will reappear behind you. Follow him to the dead end. After the scene, collect the letter from the runner.
We need to head back to the Mole. If you don't remember the way: take the first left at the sign to get to a junction with another sign straight ahead. Head left here and take the first right heading towards the Magic Market. You will see Bip. Head south of where he is standing, out of the market, and take a sharp right down the stairs. Follow the stairs down back towards the Mole's home.
Enter the Mole's home and speak with her. Once that's finished, we need to head back to Bip.
Bip will be waiting for us, right where we left him. Speak to him and follow him to the National Front meeting. When he takes a detour and asks you to meet him on the other side, simply walk forward past the guards. Bip will meet you here before leaving.
From where you're standing, head across the street to speak to the National Front guard. Choose the option to abandon. This prompts an angry woman appears to appear, who will tear up an invitation in front of you. Pick up the two pieces of ripped invitation on the ground, then follow the woman and speak to her.
She will give you the third piece of the invitation. Open your inventory and use to combine the three pieces. Examine the fully assembled invitation (with ) and rotate it so you can see the back. You will discover the passphrase: honor & humanity.
Return to the guard and choose "humanity" when prompted. He will let you in. Once inside, approach the crowd to get a cut scene. At this point, we have the opportunity to get a missable achievement.
Watch the unskippable cutscene. After it ends and you are free to move, you will need to stand still and wait for Onor Hileriss to stop speaking. Simply stand here and do nothing to get this missable achievement.
I timed it. This guy talks for about 7 minutes. This is a good opportunity for a bathroom break, or to get something to eat.
After you have this achievement, reload your save. I had to repeat the above sequence with the angry woman to get into the meeting. In any case, this time we need to actually complete the objective here now. Once we have control inside the meeting, will need to interact with all of the people in the crowd.
You have to get REAL close to each person in order to interact with them. Once Kian is close enough, he will make observations about each attendee. When the final person has been examined, the meeting ends. The key thing to note is the scent of lavender from one of the attendees. We can now leave the meeting. Before heading back to the market, we are going to talk to Arn Stont's widow for a missable achievement.
From the meeting place, take a right and then head right again. Keep heading up the hill and there should be an alcove on your right. There will be a woman sitting on the steps outside of a building with a sign that reads "Stont Family Carpentry & Construction".
Speak with her to unlock your achievement:
Arn Stont's message to his wife Gerdi was delivered.
Now we can head back to the Market. It's pretty much a straight stretch if we head south from the widow's location. Veer right at the end to go through the gates that will bring you back to the Market. Likho and Enu will be waiting for you. Speak to Likho and he will ask you to head into the Market and identify the traitor.
This screenshot above will show the correct person you're looking for. But the clue about lavender is a dead give-away all on its own. Once Kian has had a good whiff, you can positively identify this man as the traitor. Doing so will unlock the following achievement:
We can now head to the Rooster & Kitten. It's a fairly straight forward path from where you're standing. Head south out of the market and follow the path all the way to the South Gate. Turn left onto the street and you will now be in Ayrede Avenue. The tavern will be on the left side of the street and will be easily identifiable by the sign outside. If you do get lost, consult the map. Your location will be #4 on the map.
Once inside, speak to the bartender. He will tell you that your "friend" is waiting upstairs. She's the one standing against the railing. Have a seat and speak to her.
After the conversation ends, head downstairs and talk to Likho and Enu. Then follow them outside.
When we reach the Market, we will need to catch the arrow. Once that's done, keep following to the boat and return to HQ.
During the following conversation, we are introduced to Na'ane. Kian will immediately recognize her and you have the option to expose her as a traitor or to keep quiet.
Your decision here has a MAJOR impact on how characters perceive you as well as story related achievements. We will only be able to get one set of achievements on our first playthrough for our friendship with either Likho OR Enu. For the sake of this walkthrough, we will be making decisions to befriend Likho. FOR ENU, SEE PLAYTHROUGH 2.
You have the following options:
- Expose her and attempt to kill her (+Likho)
- Expose her and allow Likho to kill her (+Likho)
- Expose her, but allow her to live (+Enu/+Likho)
- Keep quiet and keep her secret hidden (+Enu)
- Keep quiet initially, but later expose her (+Enu)
There are multiple combinations here that work for either character. If you want to be absolutely certain you can befriend Likho, killing her is the best option. For the sake of this first playthrough, we are going to expose her and let Likho kill her. Attempting to kill her yourself has an added possible consequence that we can avoid if we simply let Likho kill her instead.
After making your decisions, watch the cutscenes that follow. The following achievement should unlock after the meeting if the right person was identified in the market:
We are now done this section with Kian.
This short sequence has no decision making to worry about. Turn around when you have control of Zoe and speak to Abnaxus. Follow him, then teleport across the gap. Speak to him again, then teleport over the next gap to join him. Finally, interact with Lux to finish the sequence.
Zoe will now wake up. After getting out of bed, interact with your dresser to get dressed. You can leave the apartment to head to your therapy session.
Outside, Zoe will be stopped by an EYE operative. After speaking with him, you're free to go to your appointment.
It's hard to get lost on your way to your therapist's office because much of the city's entrances are being blocked by EYE operatives. There are a few different ways to get there though too, however. Remember that you are heading towards the giant tower by Nela's food cart. Navigate your way through the streets until you are able to the therapist's office (Sashadri Tower).
Before heading inside, you will see Nela standing by the entrance (or at her cart, depending on if you eavesdropped earlier). Speak to her to get more information about Hanna. Afterwards, interact with the panel to go inside.
Therapy - Second Session
You will automatically be entered into a session with Dr Zelanka. Go through the session and then watch the scenes that follow.
Data Collection for Baruti
Baruti will call as you leave your therapy session. He will ask you to meet him at the memorial fountain. This is right next to The Hand That Feeds. You most likely passed the fountain when you were heading up to the tower. If you didn't, head down the ramp and then go straight down the stairs. Hang a left down another flight of stairs. Turn right on the street, and the fountain will be right in front of your face.
Near the fountain, you will see Baruti standing over the railing, looking down at the river. Speak with him and accept his mission. He will give you a crypto-coin.
Since you are right outside of The Hand that Feeds, we can go in and check in with Reza (if you want to, this is optional). We will be coming to The Hand later too.
Exit The Hand, and we will next need to head to Pandemonium. Turn right at the giant fountain and follow the river north.
A cutscene will play on the way there. Zoe will witness a young girl pickpocketing somebody and recognize the girl as being part of Hanna's gang. Run after her. She will disappear into a nearby vent.
There is a map station nearby (behind Zoe from where the hatch is) which we can use to get all hatch locations pointed out to us. Pick 'ventilation towers' from the map menu to have the WPG locations added to your map.
We are directly in front of Pandemonium right now, so let's go in there first. Wait for Mira to finish talking. When the robot leaves, buzz yourself inside.
Talk to Mira to get the data tracker, then head back outside. Open your inventory and activate the tracker. There will now be an arrow on the screen for you to follow. The first access point is at Queenie's boat, but Zoe will refuse to use it (and can't access it anyways).
Keep following the arrow after this to be brought to the plaza where your apartment is. Look upwards towards a huge artificial sun in the middle of the plaza. Examine it. Afterwards, examine it again to connect the tracker. This will allow you to access 37% of the needed data.
From here, follow the arrow. When faced with two sets of stairs, follow the staircase upwards. This will bring you to the walkways. The tracker will lead you straight to the door of the Lab. Examine it first, then connect the tracker. You will now have 81% of the required data.
If you follow the walkway to the end, you can look at the EYE logo in the distance. Although it has a signal, it's too risky to use it. Keep following the arrow. You can stay on the walkways. You will eventually circle back to where your therapist's office is. Keep following until you see a giant spinning WATI logo. This is your target.
Examine it and then connect the tracker to get all of the necessary data. It is unfortunately encrypted, as expected. We will not be able to return to Mira until we find Hanna, so that will be our next objective.
Load up the map, taking note of the hatches. There will be an area with three hatches closely clustered together on the north part of the map. This is where we need to head. Here is a screenshot of the fully filled out map with all hatches:
You should still be on the walkways right now. Head down two levels. Try to find the river. Once you do, follow it towards The Hand. Turn right to head through The Shuk and follow that straight. Once you enter Kaprova, turn left and head for the EYE headquarters. Every hatch that you interact with will update on the map. There are a few icons:
- Hot (this indicates that the tower is steaming, and is too hot to be used a hideout)
- Cold (possible hideout locations)
- Colored icons over top of hatches indicate that they need keys to enter, which we get by visiting various hatches
The cold hatch in this area is just to the left of the entrance to EYE headquarters. A girl will drop an item when coming out of the vent. Zoe will automatically pick it up and put it into the inventory.
The second tower we need to visit is near Zoe's apartment. Turn around so that the EYE headquarters are behind Zoe. Head straight to the end of the road, then take the staircase to the left up. Go straight (there should be a steaming vent directly in front of you). Then turn right to be inside the Sonnenschein Plaza. There are a set of three more vents here. Locate the cold one and examine the hatch. You will pick up a yellow key head. The vent is welded shut, so there's nothing else for us to do here.
Finally, we need to head back to the first hatch we saw the young girl go through (near Queenie's boat). It's a short staircase heading downwards in the plaza to be back along the riverfront. Turn right and walk through the market. When you see the hatch, walk up to it. Before trying to use anything on it, go into your inventory and examine the key handle with . Zoe will take the blue key head off the handle if you press while examining. Next, combine the yellow key head with the handle to get the yellow key. Walk up to the hatch so that the gear icon is available. Open the inventory and use the yellow key, then enter the vent.
Speak to the girl here to update your goals. She's not much help, but that's all we can do here for now.
If you want to, you can speak to Shitbot who is now welding outside of Pandemonium. We can't get in to talk to Mira until he is finished. Continue following the river to come across another usable hatch. Open the inventory and examine the yellow key, then disassemble it with . Now combine the key handle with the blue head to create a blue key. If you try to use it on this vent, the EYE operative across the street will stop you.
There is an Adbot who is patrolling in between you and the EYE operative. Wait for it to come between the two of you and interact with it. Ask it to give you the full sales pitch. With the guard's view obstructed, we can now use the blue key on the hatch. Once you've used the key, examine the vent to open it.
There are a few things you can examine in this area. The item that we need is a photo, which is taped to a wall behind some pipes. After you've examined everything and are done here, exit. Now, head back to the hatch where we found the girl in earlier and enter it.
Walk up to the girl (Abby) once underground. Open the inventory and use the photograph on her. After the conversation, examine the box and obtain the pink key head. Exit now, and follow the river (past Queenie's, NOT towards the Hand) all the way to a dead-end where the final hatch will be. Combine the pink key head with the handle and use the pink key on the hatch. Go inside.
Examine the pipe to find Hanna. Try to talk with her. She will give you a Dragonfly pendant that you can give to Queenie. After the conversations, exit the hatch.
Reporting Back to Queenie
Back on street level, follow the river path back to Queenie's boat. Talk to the girl outside of her boat to be allowed entrance.
During the conversation with Queenie, you have several options. Two of the decisions here can be used for our 'TMI' achievement. Telling Queenie about Hanna's location and the decision to accept Queenie's support rather than warn her are both decisions that can be brought up later for the missable achievement.
After the conversation with Queenie, you will unlock the following achievement:
Returning to Mira
If you interacted with Shitbot earlier, you will see him fly past you. This obviously means that he is finished his welding job, so we can now return to Mira. If you didn't talk to Shitbot earlier he won't appear, but we know where to go anyways.
Walk over to Pandemonium and let yourself in. Talk to Mira to hand over the data. She will decode it for you, and you now need to make a major decision.
After retrieving the data from Mira, you need to decide who to give the data to. These choices have major consequences and will also affect what achievements we get on this playthrough. For this first playthrough, we will be giving the data to Scully at The Hand. FOR BARUTI, SEE PLAYTHROUGH 2.
Turning in the Data
Leave Pandemonium. Baruti will call with a meeting place, but we are going to ignore him and head to The Hand. Follow the river from Mira's to The Hand. Inside, talk to Scully. Choose to give him the data. Afterwards, we will still need to tell Baruti, so it's time to face the music and pay him a visit.
Leave The Hand and turn right. Follow the river path all the way to the end, then take the steps up to be in Sonnenschein Plaza. Baruti is by the Seraph Kavarna (right beside your apartment building). He's sitting at a picnic table outside. Speak to him and make a decision.
If you lie to Baruti about giving the data to Sully, this can be later used for our missable TMI achievement.
After Baruti leaves, you will unlock:
All we have left to do now is to return home. A short cutscene will end our segment as Zoe.
After many cutscenes, we will take control of Kian again. We are now inside of the Rooster & Kitten. When you have control of Kian, try to walk out the door before you are stopped by Ulvic. Afterwards, leave the pub.
Outside, take a left. You'll be in front of a fountain, and you'll want to go left again. Keep following the path, and take a right onto the giant staircase. Keep following the path, going up multiple other staircases. You will enter an area called The Bench. You will see Anna with her hood up against the fence. I'll post where she is on the map below:
Anna will be found exactly where Kian stands in this image.
Afterwards, we need to go to the Mole's house. Backtrack down all the staircases. Turn right and follow the path. You'll see those familiar horses! Take a left, to be back in the Magic Market. Turn right. When you leave the Magic Market and enter Shady Quay, take a sharp right and go down the set of stairs, which takes you right to the Mole's house. After speaking with the guard, enter.
Go downstairs and speak to the Mole. After the cutscene, you will be brought back outside. From here, walk straight forward and take a right. You will be able to spot the Azadi guard outside of a house. Walk up to him and you'll be turned away. Our goals will now update, and we will have to create a diversion.
Creating a Diversion
Head back to the Magic Market. You should be able to spot Bip, who is walking on the edge of the fountain. Speak to him and he will offer to help, which we will use in just a bit. Behind Bip, there are several stands. Go to the one that's illuminated by a few candles, the store owner here is a 'sand-witcher'. Speak to her. She will refuse to sell you fire-flowers, but offers to make you a sandwich. If you try to interact with the chemical supplies in front of her, she will stop you.
Ask her to make you a sand-witch. Follow her over to the other side of the table and stand in front of her. She will ask you what you want on your sandwich. None of the options are relevant, so just pick anything to keep her distracted. If you try to walk away during this (or try to take the fire-flower materials), she will stop you from stealing, or ask you to come stand back at the counter if you walk away.
Return to Bip and ask him for his help. He will follow you over to the sandwich shop. Talk to the clerk again and ask her to continue making your sandwich. Take your position. When she asks if you want moonseeds, tell her yes. The clerk will turn her back. Now, interact with Bip first. Once he's highlighted, direct him to steal the fire-flower ingredients off of the counter. Once he's successful, he will run away. The clerk will give you the completed 'sand-witch' and you can now meet up with Bip.
If the clerk sees Bip attempting to steal the supplies, she will shoo him away and you will need to re-try this section.
Bip is near the picnic table by the Marcuria map sign.
Easy but missable achievement here. Before speaking with Bip, get close enough to him to be able to interact with him. Open your inventory and give him the 'sand-witch'.
This will unlock:
Now Bip will direct you on how to make the fire-flower.
- Glow-Balls, combine the toad testes with the sun essence.
- Fire-Powder, combine the crimson crumb with the Irhadi ash.
- Finally, put fire powder into the waxed paper tube, followed by the glow-balls.
With your fire-flower, return to where the guard is. Bip will be following right behind you. When you get close to the guard, give Bip the fire-flower. Afterwards, interact with Bip and then interact with the guard. Bip will distract the guard. Now you can enter the house.
The choices on what to do with the guard will appease either Likho or Enu. Because we are going to be going for all Likho based achievements on this run, we will need to TORTURE the guard and KILL him. FOR DECISION MAKING IN ENU'S ROUTE, SEE PLAYTHROUGH 2.
Afterwards, it'll be cutscenes to finish up Kian's section. The cutscene with Likho and Enu inside the Rooster & Kitten will differ, depending on your treatment of the guard.
Back in Zoe's apartment, there will be a Dream Machine on the table. Interact with it to put it on.
Zoe will be talking to Mira about leaving work early. After she lets you go, exit Pandemonium. Baruti will call. The conversation will differ depending on what you told Baruti regarding the data earlier. Luckily, during this call, you can run... so run towards The Hand. When you get close to the building, you will see EYE agents. Never a good sign. You can go past these initial agents around the corner to where you'd normally enter The Hand, but no luck. It seems EYE has completely swarmed the place.
You'll hear Sully in the crowd. Walk up to him so he notices Zoe. The two of you will walk to a more quiet spot to talk. Your conversation will be interrupted by a phone call from Nela. You will say goodbye to Sully and agree to meet with Nela in The Shuk. After the game auto-saves and your goals are updated, you will unlock:
This achievement is MISSABLE if you gave the data to Baruti. It can only be unlocked by giving the data to Sully earlier on in Book 2.
The Shuk is the area with the green-ish haze that's dead ahead of us. You can literally walk in a straight line from The Hand to find Nela. Speak to her. Afterwards, follow her. Luckily, this is not one of these instances where Nela is going to look behind her and you have to stay hidden (Zoe will slow to a walk if you get too close anyway). Simply walk behind her until she stops. Then watch the cutscene.
You can try to stop Nela by running towards her, or you can run away. Running away is one of the choices that we can make for our missable 'TMI' achievement later on. This is also the second to last time that we can make a decision for this later achievement.
After the cutscenes, we will be finished with Book 2. You will get an overview of all your decisions before moving into Book 3. You will also unlock the following achievement:
After finishing Book 2, you should have 16/45 achievements, for a total of 320/1000 gamerscore.