Old God

The Old God, also called the Ancient God, is the god who split your soul in two. The fairy, Soul, blames him for everything: while you were dragged to the dungeon, the other half of you, Keeper One, broke the magic portal and wrecked the world. The Goddess of Nature in the swamp is his sister, and she sends you to find him. He has lost his red eye and most of his power, and he hides in a cheese cellar in the sewers, leaving pieces of cheese around as hints. How you deal with his eye decides which path the rest of the story takes.

The Red Eye

The trail starts with Davy the Dagger’s looters, who find the cellar wall in the sewers but no door. Once the Lust fragment is also in the portal, the next time you sleep a stranger is in your house: Dig, who knows Larry from long ago and calls you “Keeper Two”. He was once the god’s high priest, ate two golden apples of wisdom, and picked up the god’s Red Eye off the floor after the Keeper’s wife wished for it through the portal. He gives it to you, warns you that the god treats the world like a play for his own entertainment, and leaves to catch a ship.

Show the eye at the cellar wall and a door appears (Friend or Foe). The Old God has been waiting, and wants his eye back straight away. You get a Story and the achievement The Ancient One. Ask him about the portal, and he tells you the rules:

  • It needs all seven fragments.
  • To start it, six people, one for each day of the week, must stand by it. You probably know them already. Later he names them: Linda, Albert, Agatha, Herbert, Gunter and Jack.
  • You need their full trust. With his eye back, ninety percent is enough.

Then choose: Give the eye or Keep the red eye. The second answer stays hidden until you have asked him all seven of his questions. The choice is binding: each answer cancels the other.

Two paths

Give the eye Keep the eye
Next quest Hold a sermon for him. Eye, Red Eye gives you the Prayer for Old God at the start; hold any sermon with it, whether it succeeds or not Build him an attic: the quest unlocks Fix the Attic (16 Wooden Planks, 8 Iron Details, 6 Carved Stone). He moves in
Reputation the six need 90 with each 100 with each
Where the last 10 come from Not needed The dark path (below)
At the palace door He turns up and opens the hidden door for you You open it yourself with the eye
At the portal He arrives late: “I guess you were the seventh” The whole town gathers outside, and the portal starts

Ninety is the most anyone’s own quests can give without the dark path, and each of the six needs every one of their reputation quests done. Their pages list them: Linda, Albert, Agatha, Herbert, Gunter, Jack.

The dark path

With the eye kept, you still give the six their gifts, but 90 is not enough. When the sixth gift is handed over, the god asks you up to the attic (Eye, Red Eye): they have to be a hundred percent on your side, and either you get better at helping them, or you give him his eye and he fixes it with a snap of his fingers.

  • Keep the eye. Three hidden talents appear on the blue branch of the Keeper tree: Lust and Envy, Gluttony and Pride and Wraith and Sloth, 1 blue talent point each. Each one you learn gives you a dark dream about one pair of the six; visit them afterwards and they ask for something that feeds their sin: an Elegant Prosthetic Hand for Jack, a Comfortable Chair (handed to Herbert) and Luxury Drapes for Albert. Each gives both of the pair their last 10.
  • Give it back. You switch to the other path: the requests for help need 90 again, and any dark dream or request still open is cancelled.

Even after choosing to keep it, Give it back stays in his menu, as long as you still carry the eye, until the final battle appears on the map.

The end

On the eye-returned path, once all three pairs have agreed to help, you wake up to find him in your house: “So the whole sinful crew is on board?” The quest says to go to the cheese cellar, but sleeping is all it takes. He admits he split you and Keeper One just to try something different.

On either path, the final battle also needs Davy’s palace briefing. At the portal the god gives the last rule: no one can wish for themselves, only for someone who matters to them. Then you choose: Go home to the real world along with Keeper One, or Stay in this one. If you kept the eye, he reminds you to give it back before you leave, and if you stay, he resigns himself to living without it.

Quests

Notes

  • Keep the eye only after asking everything. The answer to keep it is hidden until all seven questions are asked; clicking Give the eye first ends the choice.
  • The dark talents do nothing once the eye is back. Learning them afterwards starts no dream, and the points are not refunded.
  • One dark dream per night. Each dream comes when you wake, and only one such event can happen per sleep, so three talents take at least three nights.
  • Unconfirmed: handing over all six gifts before you find him can lock the dark path. The attic question is only checked when the sixth gift is handed over, and only if by then you have met him and not given the eye back. If all six went in before you met him and you then keep the eye, nothing in the files starts it again.
  • Go ends the game without saving. After the credits you are back at the main menu; the game only saves when you wake up, so loading returns you to your last morning. Choose Stay to keep playing after the credits. The achievement for finishing is already yours before you choose.
  • The gifts promised in the help scenes do not exist. When the six agree to help, some of them mention a bow blueprint, more room for defences or recipes; nothing in the game files gives them.