Walkthrough IV: The Six and the Ending

This part follows Walkthrough III and ends the story. Three things are left:

  • The six. Jack and Gunter, Agatha and Herbert, Linda and Albert each want a gift from you, which brings them to 90. Then you ask each pair for help with the portal. If you gave the Old God his eye back, 90 is enough. If you kept it, they need 100, and the last 10 come from the dark path.
  • The last two fragments, Wrath and Greed, and a way into the palace.
  • The final battle, and the ending.

There is one ending quest, and both paths reach it. Everything the six need is listed on their pages under Reputation.

Six gifts

Each pair asks you over after their last favours from Walkthrough III, which bring both of them to 80. It happens the first time you sleep after those, and then you go to them:

Visit Starts after Where
I Love You, Man Gunter’s 100 happiness and Jack’s Pride fragment The Main Pier
Well-Deserved Rest The organ sermon and Herbert’s steel armour Agatha’s house at the Crossroads
Love Story Linda’s town quality 100 and Albert’s cure The Dockside Club

At each visit the recipes for the gifts unlock. Each gift gives 10 reputation and 3 Town Gratitude:

Gift Give it to 10 for Made from At
Prosthetic Hand Jack Jack 1 Engineering Details, 1 Steel Screws, 1 Special Wood Steel Anvil
Small Printing Press Gunter Gunter 2 Engineering Details, 1 Steel Screws Steel Anvil
Trilogy Herbert Agatha 3 Blank Hardcover Notebooks, 3 Ink, 3 three-star Stories Printing Press
Speech Writing Device Agatha Herbert 1 Engineering Details, 2 Steel Screws Steel Anvil
10 Alchemy Flasks II Albert Albert Alchemy Flasks I, at a furnace Furnace I or II
Chocolate Linda Linda 4 Cacao (the Trademaster sells it) Kitchen Table II. The visit gives you the technology

The four crafted gifts can be made only once each, one at a time, so do not lose them. Special Wood only comes from Harold in the Stilt Houses.

If you gave the eye back

  1. Eye, Red Eye. Hold a sermon with the Prayer for Old God he gave you. It counts whether the sermon succeeds or not.
  2. Ask each pair for help: “I need your help”, to either of them, once both are at 90. The three quests are named after the pair’s sins: Gluttony and Pride (Jack and Gunter), Wrath and Sloth (Agatha and Herbert), Lust and Envy (Linda and Albert).
  3. Sleep. The quest says to find the Old God in the cheese cellar, but he comes to your house the next time you sleep (“So the whole sinful crew is on board?”).

During the help scenes the six promise you things: blueprints for an automatic bow system, room for defence equipment, mercenaries, two recipes. None of them seems to arrive (Unconfirmed): nothing in the game’s quests or scripts unlocks them, but this has not been checked in play.

If you kept the eye

After you build the attic, the three requests for help need 100 from both of each pair. Your quests can only take them to 90, so:

  1. Give all six gifts. When the sixth is handed over, the Old God calls you up to the attic (Eye, Red Eye). Answer “Six characters”: they have to be a hundred percent on your side. Either give him the eye, or keep it.
  2. Keep the eye, and three hidden talents appear on the blue branch of the Keeper tree: Gluttony and Pride, Wraith and Sloth and Lust and Envy. Each costs 1 blue talent point and does nothing by itself.
  3. Sleep. Each talent you learn gives you one dark dream about its pair, one dream per night. After the dream, visit them (the Main Pier, Agatha’s house, the Dockside Club) and they ask for one more thing:
Talent Bring To Made from At
Gluttony and Pride Elegant Prosthetic Hand Jack 2 Engineering Details, 2 Steel Screws, 2 Special Wood Steel Anvil
Wraith and Sloth Comfortable Chair Herbert, although the quest says Agatha 3 Special Wood, 3 Steel Screws Woodworking Workbench II
Lust and Envy Luxury Drapes Albert 20 Lace Sewing Table

Each gives both people of the pair their last 10. Then ask each pair for help, just as on the other path.

You can still change your mind. Until the final battle appears on the map, the Old God keeps offering to take the eye back (“Give it back”, with the eye in your bag). That switches you to the other path: the requests for help need 90 again, and any dark dream or request still open is cancelled. Blue talent points already spent stay spent, and dark talents learned after giving the eye back do nothing.

Unconfirmed: do not hand over all six gifts before you show the Old God his eye if you might keep it. The attic conversation is only checked at the moment the sixth gift changes hands, and only if you are keeping the eye by then. If all six are already given when you first meet him, and you then keep the eye, it seems it never comes: no dark talents, no way past 90, and no “Give it back” either. Holding back one gift until after the cellar avoids this. The game files point this way; it has not been tested in play.

The sixth fragment and the palace

Wrath. When the first five fragments are in the portal, a scene plays in the tower and the magic mirror tells you where the sixth is: in the debris of a heavily guarded Inquisition base, now home to “a donkey and a talking skull”: your own house (Even More Portal Parts). Break the debris, then place the fragment. The mirror then says the last one is in the palace throne room, with the other Keeper.

Palace Politics. Larry says only Davy the Dagger knows a secret way into the palace. Ask him at the Dockside Club (“About the Palace…”), pay him 5000 copper (50 silver), then go home and step out of your front door: Davy is waiting there with a map. You need this on both paths.

The last battle

The Last Battle appears on the map when you have Davy’s briefing and either:

  • gave the eye back: all three pairs agreed to help, and the Old God has visited you; or
  • kept it: all three pairs agreed to help, on the dark path.

Go to the guards’ post. Larry climbs into your bag to come along. The Final Battle takes 4 squads and defence 144, and like most battles it can only be started on Sloth day. If you lose, Larry says you can try again another day, but nothing stops you starting it again the same day.

After the win you look for the hidden door the map marks. With the eye kept, you open it yourself; with it given back, the Old God turns up and opens it for you. Inside the empty palace you meet Keeper One, the other you, with his wife and another talking skeleton. He only wanted to go home too. When you say you have every fragment but one, he gives you Greed, the last, and the achievement The Other Keeper. The whole party then retreats through the sewers to the Astrologer’s Tower.

The ending

In the tower you cannot leave until the portal is finished (“Not right now.”). Place Greed. The achievement The End of the Journey unlocks at once, before anything else happens.

The fairy returns, the portal starts, and everyone makes a wish for someone else, since no one can wish for themselves. Then Keeper One asks whether you are coming home with him:

  • Go: the credits roll, and the game returns to the main menu. It does not save. The game only saves when you wake up, so loading takes you back to your last wake-up.
  • Stay: the others go through the portal without you, and after the credits you keep playing. Nothing new starts after this.

Notes

  • 90 is each person’s maximum without the dark path, and it takes every one of their reputation quests. On the light path, if a pair will not help, one of them is missing a quest; see their page under Reputation.
  • The Trilogy counts for Agatha and the Speech Writing Device for Herbert, the other way round from who receives them. On the dark path the Comfortable Chair is handed to Herbert.
  • Only one dark dream a night. Learning all three dark talents at once still takes three nights, or more if another story event also waits for a wake-up.
  • Choose Stay if you want to keep playing. Go returns to the main menu without saving. The ending’s achievement is already yours before you choose.
  • The palace briefing is needed on both paths. Pay Davy 5000 copper, then leave your house by the front door.
  • Keep one gift until you have met the Old God if you think you might keep his eye (Unconfirmed; see above).