BEACH COVE99     so your crew find themselves on the Beach after a shore wreck turns their schooner into matchsticks,  quickly find the straight line of seaweed under the waves, this leads to a key by the wall, get the key.98     on the opposite side by the schooner wreck, find the torch at the edge of the lapping waves.97     stand at the wooden gate, now look to your left, you see a boulder with ferns growing out of the top, enter the boulder pull the lever, enter through now open gate.
ANCIENT VAULTS96    you enter the room, pace around perimeter of the room, one wooden gate opens, proceed out of the room along the passage.95    you come to some high blue lights, below you see a wall lock, leave the key by the wall lock.94    go back to the woooden door with the pull chain, entice the soldiers out and put the key in the lock, take down the soldiers.93    once the soldiers are slain enter their Barracks Office and find the Sling and see the LOCK, it is a mine lock. remember where this mine lock is, you need to return here later, now RETURN TO THE BEACH in case a wave of Turtles has swum round from the coast.92     at the next gate with a pullchain note the layout. the next section comprises an Arena with 3 wall torch brackets, 1 bracket has no torch, at the other end is another gate with a pullchain, Note the wall lock , now slay the motley crew of scavengers and their dogs.91     place a torch into the empty wall bracket, a secret cache section unlocks, at the same time a spider is realeased from a heavy armour cache at the other end of the Arena, OPTION?   grab the heavy armour?  dont worry if you are unable to snatch the armour now, you can get it later.90     the wall lock is worth noting, come back to it later with an Iron key, it leads to Catacombs (OPTIONAL) .89   move onto the next section which contains 3 portcullises. 1 portcullis you can see has a FLOOR PLATE the other side, insert an item through the gate onto the floor plate, it unlocks, proceed through it and down the stairs.
ANCIENT ABANDONED MINE88    look at the top of the mine workings timber, spot the wooden box jammed in close to the ceiling, see if you can grab it down.87  carefully  stand back from the slap heap and see if you spot a glinting key, if necessary put the torch away to help you see the glinting, find the Mine Key by the slag heap.86  stand with your back to the mine workings timber, now spot the ceiling roots, line your crew up with the ceiling roots and keep walking forwards straight through a fake wall.85   if necessary put the torch away to help you see the glinting, find the two iron Keys by the dirt heaps, proceed down the stairs.
OLD CITY84   move around ALL the passages that you can find, looking at the map to ensure that you trace out the entire level. this little chore will reap you dividends later,  mark the location of old bones and any locks you find in the MAP.
ANCIENT VAULTS 83    one stairs (OLD CITY: SOUTHERN)  takes you to a Vaults Ledge where a magic bridge activates. Your crew pass across to another ledge and find several alcoves beginning with 'poignant potion'. TIP!  your crew can now find the RAPIER, jump off the ledge and retrace back to the BEACH the way you first came, your crew find a RAPIER.82   using the Mine Key that you found at Step 87, unlock the wooden door you saw at step 93. now note two further wall locks. one is a second Mine Lock, the other a normal iron key lock.81   your crew now have the option to descend to catacombs mentioned at Step 90.
Catacombs  (OPTIONAL)80    this level is not necessary to progress , so skip it if you prefer79    so from the Arena with 3 wall brackets, insert an iron key and the Catacombs entrance unlocks, descend the stairs with as many Torches as possible.78    the Catacombs reception room allows a once only entry to the CATACOMBS PROPER.  to activate the once only admission, place an item onto the soldier's Altar, this only works once and only works at the beginning of the game (If you try it later, it just doesnt activate the admission door).77    placing an item onto the altar CLOSES the reception stairs gate locking you IN. if the admission door unlocks then in a few minutes the reception stairs gate will unlock, so check back later if you wish to exit the catacombs.76  the crew come to a second soldier's altar and a gate with a chain pull. Engage the infantry in the next chamber, during this fighting the reception stairs gate unlocks if you forgot to get torches/ want to leave, do so now.75   the next chamber contains a third and final altar, you see a wall lock at a trapdoor. you can use an Iron key to unlock the trapdoor which descends your crew to Pyramid (not recommended, but no harm done in following this route).74    the passages beyond chamber 3 are dangerous and quite possibly feirce ambushes from renegades and bandits could occur.  a case of trial and error could lead your crew to a stunning Castle cache room but the route is fraught and tricky, it may be best to turn back now! 73   continuing on into the bewildering maze of catacombs will need great caution and fighting skills and this level is optional, so see how you go, you could discover some spectacular caches or nothing at all  , for more guidance see https://www.nexusmods.com/legendofgrimrock2/videos/467 
OLD CITY72  back in Old City, one of the stairs from there leads to Tomb Level, at this point your crew's option to explore the Catacombs fades, instead your crew need to explore a Tomb!
TOMB LEVEL71  your crew initially find 5 Mummies in the Reception of the Tomb, slaying them leads onto a hugely long Tomb Hall filled with an Infantry that will be hard to vanquish.70   look for a mess on the floor by a wall, press the wall button here to initiate ancient defences and mow down several of the Infantry for you .69   at the same time as this is happening the spring loaded spokes passge unlocks , watch out for that and enter that passage as soon as possible , this gives your crew a better vantage place to take on the remaining Infantry.68   moving on further away from the Reception the crew come upon quite a few empty alcoves. fill them up with random objects to unock the final Tomb section.67   Note the Cube Lock just as this section unlocks, you can return here later to explore the Goblin Forest .
CASTLE GATE HOUSE66   the Tomb Level has stairs down to the Castle gate House, do not underestimate the sentries, they are viscous.65  once slain, the Castle gate House leads through to Residence Blocks and Sewer Torrents, four separate Torrents for Water and Such like waste can be seen.64  the first water torrent has a large stone head near to it, this marks a very good starting point although there is no reason why the crew cannot explore the other Torrents.
TOMB LEVEL63   taking the suggested first Torrent near to a large stone head the crew descend one level, back down to the Tomb level, this time they see the Blue Stones.62   careful not to fall down the remaining water Torrents which are in place to catch water pouring from above.61    note the stripe across one wall, move straight through the stripe and up a ladder into a hostile environment, this Is DANGER TIME and calls for courage and strength.60    once up on the balconey , note that you can carry on going straight off the balconey at the other end, there is no harm just jumping off at the other end if you have to avoid powerful monsters.59    assuming that the crew are lucky , move to the other end of the balconey and turn right to FROST BOMBS, use these to deal with any monsters that approach.58   re-follow from Step 66 if you do fall off the balconey at the other end (no harm done) otherwise drop down into the right hand section and swiftly move to the alcoves inside an Arch.57   while in a skirmish with this Barracks Unit use the method shown in Step 58 again and again if necessary to safely take down the foes without sustaining huge losses .56   take down the Barracks Spider, as soon as you have done so a nearby wall slides open and makes it easier to traverse both Tomb Sections, at this point return to the Old City and find the Bones you marked in Step 56, grab the Mortar!55 Once you have the Mortar , return to the Tomb once more but this time travel to the Spring loaded Spikes corrider described previously in step 69 .
OLD CITY54   return to the Tomb Area previously described at  Step 6153   again you can see water Torrents which are in place to catch water pouring from above, you can choose any but the best one to use now is probably the one set on its own, this descends the crew down one level back to OLD CITY.52   DANGER:  AMBUSH!!   be ready and look to slay the small herders as a priority, again careful not to fall down the remaining water Torrents which are in place to catch water pouring from above.51  once small herders are slain a new passage unlocks, make for it and see the wall button just inside, press it, the wall closes back to protect the crew from the hostiles.50 take down a few hostiles by opening and closing the wall via the wall button but whn it is obvious the hostiles are proving a bit too much then leave the wall closed and move on further down the new passageway.49  assuming the crew mapped out the entire level as suggested in Step 84 then the crew can now make for a speedrun and get the BONE BLADE, so, from the end of the new passageway RUN as fast as you can directly SOUTH, your crew will find the Bone Blade.48   now return your crew to the stairs from the Old City that lead back to Ancient Vaults (not the one at Step 83) , your crew find a new cache room. with the new artefacts take down the ugguardian previously seen back at Step 52.47   the first Ugguradian is seen from Step 52,  slay him and a neaby cache room unlocks, to help slay him use an Iron Key in a second new passage that unlocks , this unleashes ancient defences. when the first Ugguardian is slain, take artefacts from a nearby cache room and also note that the LOCK is opposite a small wall button, the small wall button unlocks a nearby PANTRY.46     the second Ugguradian emerges in OLD CITY a little way off from the first, slay him and a Big Herder Parlour is unlocked, slay the Big Herder and a further small cache room unlocks nearby. 45  explore the Big Herder parlour and find stairs up to a Night Forest, locate the Acolyte Staff in the Night Forest then return to the Old city, the area described at Step 52.44   of the two remaining Torrents, the West descends the party to a Mine Basin containing 4 corner Altar tables, each altar has an artefact of value, grab each one then descend the pit down to Ancient vaults.43    OR  your crew can skip the Mine Basin and descend the East Torrent which descends the crew directly down to Ancient vaults without further ado .Ancient Vaults Landing Stage42   The crew find themselves on a landing stage, either descend the next pit down to the Beach OR  follow the landing stage around to the left, you will see trees and a wooden walkway into Oxshott.41   Forage in the Oxshott Woods which meander around to steps down to Old City again. 
OLD CITY40 find the secret Pantry at the end of the new passage then descend the pit down to THE MINE where your crew find light armour, a SCYTHE, and 'essence of fire'39  now that the crew have enjoyed an upgrade they have a task to do. take the stairs down to the Old City where an incursion of fairly aggressive hostiles looks like it needs stemming pretty fast! if your crew can do it, even better, if not leave it to later and return to the landing Stage described at Step 42.38   descend the pit in the Landing Stage to the Zarchtoids Beach Camp.
BEACH COVE37   Take down the Zarchtoids and then emerge onto the Launch Beach described at Step 99. head to the straight line of Seaweed where the key was found, your crew see that a portcullis has unlocked, enter the stairs down.

PUSH BLOCKS BASIC36   enter the Push Blocks Reception but do not drop down yet to the push Blocks floor.35 now return to the Beach and the gate described previously at Step 97, do a quick mooch around and see if any secret rooms have unlocked, then return to the push Blocks and begin the Puzzle Solving.34   in the Push Blocks Basic your crew must be capable of fighting the Etherals , viz have the Dispel, the Acolyte staff, or Etheral Blades, if not your crew cannot do the Puzzles as they will be slain by the Etherals who live in the Push Blocks level.33  first puzzle: assuming that your crew can slay etherals - then begin solving the Push Blocks, be curious as to where the Etherals emerge from! 32  second puzzle : the crew tread onto a floor plate, this releases a fire etheral, this must be SLAIN to activate the second puzzle. the subsequent fire etherals dont have to be slain but if not they will harm your crew as they smash into them.31 as with the first puzzle  be curious as to where the Etherals emerge from! there are two gems to find here, green and red, these will be handy in the Spiral Dungeon! 30  third puzzle: have a mooch around and after a while the floor activates, by now you should have found the green and red gems.29  fourth puzzle: this is the final puzzle for now and is up one level, be careful as this one can be tricky puzzle wise. to activate the floor, use the button right by the ladder, once this fourth puzzle is done your crew will go onto the Tomb Key and the Blue Stones proper so it is well worth it, for further guidance see the video https://www.nexusmods.com/legendofgrimrock2/videos/468 
TOMB LEVEL28 as the fourth puzzle is solved a door opens back to the Tomb Level but this time onto a raised Infantry platform. there is a wall lock as you enter so insert an iron key if you wish to have the support of Ancient Defences, it is possible that you can get the Tomb key without them but try it both ways.27  on grabbing the Tomb Key jump off the raised platform and use the key as soon as possible, there is a demo of this at https://www.nexusmods.com/legendofgrimrock2/videos/468  .26   inside the Blue Stones there are alcoves to place your spare items if you wish, there are also buttons to press in the new passageway, one activates ancient defences, the other a cache room to use in emergencies. 25  it is possible that the wall button previously described at step 70 will work again so give it a try, if this activates ancient defences again that would be a help.24  use the new passageway off Blue Stones to enter flooded level but there is real danger here that your crew could be drowned so dont hang around.23  as the crew find the bottom of flooded 70' down they see a passage on the left (look for fishes) , take the passageway to stairs down to THE MINE.
MINE CAGES22  kick off the Mine Cages section by pressing the button in the railings. Slay the emerging creatures but if possible , take a sneaky look in the creature's cage before taking it down, there may be something useful in that cage! 21  MAGMA GOLEMS BUG!   be aware that engaging with Magma Golems at a different height can cause a computer crash, so dont allow the Magma Golems an opportunity of striking out at your party which are at a greater height. skirt around the Magma Golems and employ a wide margin unless you can see that the magma Golem is facing away or side on to the crew, in that case jump on top of the Magma Golem killing it AND unlocking a trapdoor. be sure you know which of the 2 trapdoors that you unlocked by checking beforehand which trapdoor is the locked one. if you do drop down the wrong one then return to Blue Stones via the new stairs just before the Catacombs entrance!20  after taking down a series of creatures , eveything goes quiet and nothing else seems to be happening so return to flooded and see if any gates have opened in flooded, then return to the Mine and try pressing the button at the railings once more, this should re-start the action and some serious artfacts can be gained e.g. scythe, revolver, whitewood wand, ROPE!  19   check the perimeter gates and see if any have unlocked , try descending the newly unlocked trapdoor in the Magma Golems basin.
BOW MISSION18  assuming the crew descend the newly opened trapdoor in the Magma basin (this unlocks as a Magma Golem is slain)  the crew arrive at the BOW mission.  there is more than one BOW in the game, this is the shortbow mission.17   have a mooch around, the crew first come upon an exit back to basic Ancient Vaults, the crew can perfectly easily take the exit and skip the Bow mission. they can at a later stage go back to the Magma Basin and simply descend the correct trapdoor a second time .16   so assuming the crew do not take the exit, they then come upon a lever.  the lever has 3 postions , 1  DOWN, this begins the mission  2. UP  this adds ancient defences and finally 3. DOWN (Again) unlocks the Damocles .15   once the mission has begun, go about slaying all the opposition, at some stage the BOW is revealed so grab it and move on, unless you want further action, in which case hang around and see what happens.
2ND beach14   There is a pit down from the BOW MISSION once you have slain all the hostiles. Descend the pit down to the 2nd beach. Here you will find stairs off the beach down to Push Blocks II. 13   to activate the floor in PUSH BLOCKS II insert a Rapier, it is recommended not to remove the Rapier at all if possible, leave it there. Only half the push blocks can be moved at this time so leave the Rapier in position and return to the beach.12    back on the beach find the Stone head. just slightly to the left enter the hollow cliff and descend the chasm to Flooded South.
Flooded South11  find your way to a submerged puzzle statue, either insert another Rapier here or EXIT via flooded stairs, if you use a rapier here then collect the Mirror Armour and Blue Gem.
PUSH BLOCKS II10  find your way back to the Blue Stones, there is now a shortcut Stairs in Ancient Vaults just before the catacombs Entrance, so that would be a good route .9 use the new passageway to descend from Blue Stones to PUSH BLOCKS II and jump down behind the 3 push blocks that your crew could not get behind from Beach 2.8  as you wisely did not remove the Rapier, the floor is still activated and you can easily complete the puzzle now, once completed, you can safely remove the rapier.7   move onto the next PUSH BLOCKS II section or return to Beach 26  in PUSH BLOCKS II a junction can be found leading 3 ways, 1. to PUSH BLOCKS II, 2 to upper Ancient Vaults (now grab the heavy armour if you didnt before!) or 3 Foraging Woods. Return later to find that the 3 junction has become a CROSSROADS.5  take the crew on a foraging mission , at the other end of the beautiful woods the crew find an entrance back into the BOW MISSION that they just completed along with a new cache room.4   take the pit in the BOW MISSION back down to the Beach 2, take the stairs down to PUSH BLOCKS II where the crew find that the 3 junction has become a CROSSROADS.3   take the 4th passageway to PUSHBLOCKS II - the double rapier!   two rapiers are needed here, so if you don't have them now, return later with them as without 2 rapiers the floor wont activate.2   explore the Southern Flooded, this can be done from Beach 2 previously described in Step 14.1  there are two stairs out of Southern Flooded , one takes the crew down to the MINE, the other stairs take the crew up to Central Oxshott, follow the path through the woods to THE SWAMP.

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