Guide for Solasta: Crown of the Magister (2024)

Start with a Battle Cleric with the lowlife background, a Paladin with the Aristocrat background, a Ranger with the Philosopher, and a Wizard with the Sellsword background. For your first playthrough, you should play the tutorial. It's not long, although I do not believe any gear carries over.

Completing the tutorial does ensure one achievement that might be hard otherwise:

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  • Watch your step!

    Have an enemy fall to their death

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We will be going for no PC deaths and allowing reloading in this playthrough. I recommend turning on Autosucceed in dialogue checks, although there is one place you'll need to turn it off.

The game really starts with your party outside a tavern. Use the compass in the bottom right to navigate to the center of government. Have a conversation and get an achievement:

  • I swear.

    Become Deputy of the Council

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Return to the tavern. Talk to Karel Martel inside the tavern to sleep and level up. Also, prepare spells for any prepared casters. These are two separate things! You should do both with every Wizard, Druid, Paladin, or Cleric every level. Press 'I' to open the inventory (OVERSEER NOTE - Controller input?) and read every crafting manual. Visit the magic store. As we are going for zero deaths, we don't need Revivify, so keep one scroll for an achievement later (much later) and sell any excess copies. If you are using my recommended party, you should have one from the Paladin and one from the Cleric, so sell the Paladin's. Also, sell any duplicate crafting manuals. Now visit Gorim's general store for adventurers. You must buy four food, even if you turn off food. If you have a Ranger, they need to buy and equip a Druidic Focus from this shop to cast some spells. Also, upgrade weapons and armor as appropriate, paying attention to which weapons are finesse. Open the inventory and equip your new gains.

If you have a Cleric or Paladin with a Shield, click on the Shield and choose 'Mark Deity."

Now, you'll be interrupted by Annie of the Scavengers. Instead of grabbing worthless items, just leave them, and the scavengers will sell them for more than you could. Also, dump stuff instead of selling it, you'll get more gold. SAVE after this conversation.

You can now open three chests next to the scavengers. The last one requires a hard lockpicking roll, so reload if you fail. You could also return later and have a Wizard cast Knock on it, because Wizards are just better at everything. Leave town.

When traveling, I always recommend normal speed. Make sure the options are to your liking. You will run straight into a "random" encounter, even if you turned those off. With the bandits defeated, loot their bodies. You can use the ALT key (OVERSEER NOTE - Controller input?--EYEHunter: I'm not sure there is one) to highlight loot and interactives. Leave anything you won't use for the scavengers and also drop anything you are carrying, but don't want. This is much better than selling items. Once you arrive in Caer Lem, cast any long-term buffs like Mage Armor. As you walk up the stairs, you'll encounter some goblins. Goblins are annoying, because they can disengage, move out of melee, without provoking an attack of opportunity. You'll have to use ranged attacks to put them down.

Halfway up the stairs, look right, for the goblin cave. Enter the cave and wipe them out. There's loot on top of the towers, so climb up to find it.

As you move up the stairs, loot this chest, too. Enter the fort.

Turn right, push a rock, SAVE, and try to pick this lock.

Turn back the other way and look at this wall. If you have a Dwarf in your party, you'll earn some XP. Also, there's another chest here.

After a conversation, you'll be in front of a fountain. SAVE and look right for a broken gate. Click on it and pass a history check to get an item of interest to the factions. This next fight is also annoying, but it's a great place to get an achievement. Head up the stairs and watch for traps.

Use the ready action to prepare your strongest attacks against the Vipers. When you get a kill with a readied action, you'll earn the achievement:

  • Not on my watch

    Kill an enemy during their turn

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If you miss it now, there will be plenty of opportunities later to get it with an opportunity attack. Loot everything these Vipers drop; these parts will be needed to make poisons later. Continue up and enter the fort. Talk to the three guards here. This next part is an important choice between two pairs of achievements. On this playthrough, choose "Let's not risk a fight," then "We take the Lead." Talk to Daliat and convince him to give you the item. Fight the Sorak. You'll escape with Daliat and Beryl, who you must now protect. Cast Light if you have it. After passing through a hole, turn left.

Push down this bridge and collect some Magic Armor and a journal for the Factions. Up ahead is the Sorak camp and a hard fight. The key to this fight is that Soraks are weakened in Light. So cast Light spells and ignite the lamps around this area. You can use firebolt or sparkle spells to light lamps at range during combat. Rest at the campfire.

Just pass the camp on the right, push a pair of rocks to find an old holy symbol for Factions. Past the rotating bridge is another annoying fight that involves a lot of jumping and ranged combat.

Pass the fight, look left for a pair of bridges. Your high strength plus athletics character should be able to jump to the first, but for the second, try casting the 'Jump' spell. If that doesn't work, come back after 5th level, when you'll be able to fly. The loot for crossing is usually pretty good, including recipes for crafting Poison Arrows. Leave the caves and return to the main city. You'll earn:

  • Wasn't me

    Escape Caer Lem with Daliat Sunbird

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  • I'm not paid enough for that

    Escape Caer Lem with Beryl Stonebeard

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  • The plot thickens

    Find out what happened to Captain Henrik

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Visit the tavern for a useless conversation. Now you need to talk to either of the survivors. I recommend Beryl, the female Dwarf Cleric. She's directly right of where you are now standing. Then, talk to the Scavengers lady next to the tavern to claim the adventure site.

From her, past the three chests, pick up two side quests. With that done, do any shopping before setting out again. We'll complete these two side quests back in Caer Lem. Press 'J' to open the journal (OVERSEER NOTE - Controller input?) and select the goblin one. Return to the goblin cave outside Caer Lem, which is now filled with more dangerous enemies. You may think the Ogres are a threat, but the real threat is the Wolf. If a Wolf and another creature are engaged with one of your party, the Wolf will have advantage on attacks, meaning it rolls twice and takes the higher result. It can also trip opponents.

Defeat the goblins and take their trophy or whatever. You may want to take a short rest. There's a merchant, Mogo the Poor, inside the fort now. He'll be slightly important later. Head into the caves.

The Sorak relic is hidden in the pots here. When you take it, you'll be ambushed, so have some Light ready. Take a long rest here. Continue through the caves to a fight with a group of spiders where you fought the second group of Soraks here. Loot the spiders to be able to craft poisons later. Return to the main city and turn this quest in at the same board. Also, use the Scavenger board to sell useless stuff. Grab anything you want to keep. Leave for the Possible Sorak Base to the West. Cast your buffs as soon as you enter. This next group is hostile and includes a spellcaster. There's a number of chests and other loot in this area, then move forward. The guy up ahead will die no matter what you say. Push a rock and crawl under a wall to continue.

After you push a rock and it goes up instead of down, you can climb some moss to access a chest. Then, we'll enter a very confusing area.

Note that the compass in the bottom right marks north. Head straight ahead and down the ladder to the east.

Push this rock, go down the double ladders, and push another rock.

SAVE, then click on this statue. You must pass this Arcana check to receive the first of three Archaeological Notes (each worth +2 with Antiquarians or Tower). Continue east.

Click on this desk to receive “Myths of Solasta” (+8 with Circle). Continue south.

Go down the double ladder and push up the bridge. If you can, jump across to a chest. If not, do not worry, we will return after we learn the fly spell. Head back up and push up another bridge. Cross the bottom bridge to the south.

There's another statue and some traps ahead. SAVE and use the statue. If you pass the check, you'll receive 20 XP and the second Archaeological Notes. South of the trap is a chest with very good loot. Remember it when we are back with the Fly spell.

Continue west and push this rock. As you head back, you'll have a fight with spiders and a chance for the "It's Super Effective!" This fight will include Blue Spectral spiders, which are weak to Radiant. Hit them with Sacred Flame or a Paladin's Smite. If you miss this chance, we'll have a much better chance later.

After the fight, SAVE, and use this statue, the last one. Continue north. Turn west, climb the ladder and loot the chest, then push down the bridge. Stand in the glowing circle, then stand briefly in each of the other four. Pass through the door and take a long rest. This next fight is tough. Cast Light spells and long-term buffs. In addition to the Soraks you've fought before, you'll face a Spellcaster. The Spellcaster can cast Shield, making him immune to Magic Missile. Once the fight is over, walk up to the dais and pick a character to wear the crown. I recommend someone who can't cast healing spells on their own. Putting it on will earn:

Loot the area and return to the main town/tavern. There will be a big cutscene, lots of talking. As you walk around, people will interrupt you. Make sure you are polite to them, especially an NPC named 'Maddy Greenisle.' You may not have a chance, and that's fine, too. Return to the council to play as a high-level Paladin. Try not to die? You only need to survive four or five rounds. Somewhere in here you'll earn:

  • Believe us now?

    Show proof that the Soraks are real

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You'll start to pick up background quests at this point, and you'll want to do them as soon as possible.

Start the 11-day journey to the Dark Castle.

Knock over this tree to get some loot. Ignore the front entrance and turn left/south. Talk to the creepy guy with the wolves here. It's a difficult persuasion check to convince him to let you loot his house; you can also fight him.

Grab some bones here.

You can use Misty Step or Fly to get across this gap. You'll need a second Misty Step to get back. SAVE. Now head north pass the gate again. You'll find a long rest spot and a Dwarf ghost. It is IMPORTANT that you talk peacefully to the ghost and receive his quest. A Paladin or Cleric might want to attack him instead.

The second group of bones is here, but we won't get the third for a while.

Past the ghost is the secret entrance to the Dark Castle. Battle some Ghouls to get to the sewer entrance.

Turn around and use the book here to open a secret door. Pass through to face a horde of zombies. Zombies are slow with lots of HP, but these ones lack some of the annoying traits from 5e DnD.

Pick the lock here and loot the bedside table for a journal and Spellbook for the circle. Also, make sure you grab the Heartstone from the bookcase here. After a few fights, you'll meet Lizzaria, the master's apprentice. You can fight her, but it's easier to make a deal. Take a long rest and go up to the next level.

This level is filled with covered windows and enemies that are weakened in light. Use arrows or damaging cantrips to bust open the windows and weaken the enemies. You will also start to encounter creatures resistant to non-magic weapons, meaning they take half damage. I only had two magic weapons at this point, so I had to accept dealing half damage.

When you get to this door, return to the the long rest area, rest, and Save. We're going to get two achievements here. First, pass the dialogue check with Aksha, a female vampire to get:

  • We are friends, not food

    Negotiate with Aksha

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Create a new save slot.

Use Firebolt or another cantrip to bust open the windows. Loot the drawer next to her to get her journal and start combat. Cast Daylight and Spiritual Guardians to win this fight. Chill Touch will slow her healing. Aksha has legendary actions, which are up to three mini-turns she can take between your turns. On higher difficulties, she may also have legendary resistance, which lets her succeed a save when she would normally fail. You can expect both of these on most of the bosses and mini-bosses from now on. Aksha can be hard or easy depending on if she stays in the light or creates darkness, so it's best to follow the negotiate and then kill plan, even on replays. Kill Aksha and don't forget to loot her journal to get:

  • We don't negotiate with monsters

    Kill Aksha

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Now we enter the most confusing part of the game: the teleport maze. Look at the the little compass in the lower right. Go west.

Stand on this button, disarm the trap, and open the secret door. Go through it.

This bookcase has some important recipes. Turn directly around. If you can, climb up to the area here or use Fly or Misty Step to get up here. Push down the box and now you have a new long rest area. Regroup, return to the entrance, and head north.

Leave a party member to stand on this arrow button. Disarm the trap and send the other three party members through the gate.

Push these boxes to regroup the party. Loot the adventurer's journal on your way. Stand one party member on each of the buttons in this room.

The adventurer's journal tells you the order to use the teleportation circles. The first one is the steps symbol to the west. Stand there and activate the circle.

Now, you're in a new room. This next part isn't actually missable, but it's easy to miss and annoying to come back for. Click on the rune highlighted in the image above. One of the party member will warn you about it, but push on and loot it anyway. Crawl into the smaller room. Looting this room triggers a fight with a ghost, but the loot is pretty great. Stand on the button, then send all four party members under a painting into another choice of teleportation circles. Choose the arrow down.

Back at the entrance, head north, then west, and look for an up arrow. Back in the room with the ghost, take the right arrow. Back to the entrance, take the up arrow again, which will return you to the ghost rooms, and take the down arrow again.

You can now you use the center teleport circle, which will take you to a new area with a chance to fight some Skeletons. Skeletons are resistant (half damage) to piecing or slashing weapons that aren't magic, but take double damage from bludgeoning weapons like Clubs, Staves, or Hammers. Hit a skeleton with such a weapon to earn:

  • It's Super Effective!

    Deal the appropriate type of damage to an enemy with vulnerability

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SAVE. Take the gate to the north, and hop along the pillars from east to west. After defeating the Wright (takes half damage from non-magic weapons), you can pick the lock or stand on a button to open this gate. Take the stairs into a bigger fight with Skeletons and Wrights. You'll very much want to take out the Skeletal Sorcerer first. Defeat this group and then take a long rest and SAVE. You can negotiate with this next guy or fight him, but in the long run, it's better to fight him for progress on crafting achievements. However, for an achievement, we do have to persuade him, so do that to earn:

  • Back in my days…

    Negotiate with Mardracht

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Reload and fight him by failing the persuade check to earn:

  • You get nothing! Good day sir!

    Kill Mardracht

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Either outcome will earn:

  • Master of Necromancy

    Obtain the Gem of Necromancy

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After the fight, take the minor gate (blue aura) out to the front of the castle and wipe out the undead here.

On the south side of the entrance, you'll find the last set of bones for the Dwarf ghost. Return to the main city. Turn in the bones for +6 with the Antiquarians. Do your buying and selling and check for side quests. Travel to the Manacalon ruins. A new merchant here sells crafting recipes. Return to the crown room to complete a side quest, then proceed to the new gem site. You can also use Flight to grab any chests you missed in the library. Continue to the temple ruins. You'll fight some goblins. The goblin Shamans are quite dangerous, as they can cast Lightning Bolt to deal 8d6 (~28) damage in a line.

Make sure you loot this box for a faction item and crafting tools.

Rest on this bench for nightfall, then use the three pillars to replicate the symbol (center and right pillar). Enter the temple to add a weak Mage to your party. You need to protect her. Leave the ruins and head north. The mage will ask you to stop at a bridge.

SAVE. Be careful, as there's a tough fight with some Orcs on the other side of the bridge that triggers as you enter the water. The chest is trapped, but there's a faction relic in it, so make sure you open it. Leave the bridge, the Mage will immediately stop you at a dungeon. It's a short dungeon, however. SAVE. There's a locked chest with a possibility of good loot. Leave for another stop and fight some bandits. Trade if you want, and continue north towards the city. There's a lot of talking and walking around the city now. To the left, talk to the general store guy Wilf. Give him a letter. Go directly north to the Ceannard. Now, we need to walk around town and overhear conversations and otherwise look for clues. First, walk north to the scavengers HQ. Talk to the guy here.

The first clue is just inside the tavern.

The second clue is behind the bar.

The third clue is a pair talking southeast of the tavern.

Fourth, look for a guy with an exclamation point over his head south of the scavengers.

For the fifth clue, talk to Wilf again. Tell him the Ceannard sent you. Return to the sergeant by the city gate. Head east to talk to the Baron. He refuses you, so return to the Sergeant. Take a long rest. You can pay to stay in the inn or head outside the gate to rest for free. Return to the throne room. The Baron will take you to the dungeon. Note that the scavengers will not loot this area for you, so you'll need to grab anything enemies drop here. This is a little bit of a tough fight with two waves of reinforcements. Talk to the prisoner afterwards.

Use the pillars to open a secret door here. Loot the Mage's Spellbook and she'll become much more helpful. Return to the pillars and activate only the central two to open another secret door. Return to the throne room. Take a long rest and leave town. On the way, accept Bitterroot's deal. The sword she gives you is really good and you can use it until you return to the tavern in the main town. Travel to the Master's Place. Watch out for the Winter Wolf at the first intersection. Clear out the grounds and take a long rest on the right. Wait until night on the bench. Cast Light spells, then solve the pillar puzzles.

They'll be a fight after you solve the first puzzle. Enter the tower and head up. At the top, you can head south to a long rest area.

Behind the long rest area, look inside this box for a faction item. Going north, there's a major gate to the left, and next to it a faction book. Also on the left is a library that you'll need flight to collect everything in. Ignore the lab for now. Enter the room with the dragon and kill the vampire. Use Light spells to weaken him.

  • Master of Abjuration

    Obtain the Gem of Abjuration

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If you turned enemy critical hits off, you should be level 6 or 7 now, and able to take a critical hit without serious issue. Turn on enemy critical hits, and eventually, you'll get:

  • It's just a flesh wound

    Take a critical hit without going down

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Leave the dragon and loot the lab as you head to the gate. Take the gate to Caer Cyflen. Return to the council. During this council meeting, choose “Give us Weapons” to earn +5 with Arcaneum and +3 with Antiquarians or “We’ll continue the quest” for minus 4 with Tower, +4 Circle, and +3 Antiquarians, or “You should trust us more” for +4 Arcaneum. The Princess will give you a house, go there to get some gear. Turn in and pick up new side quests. If you haven't already, you should now earn:

  • Champions of the Principality

    Max out your reputation with the Principality of Masgarth

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You should also earn

  • Climbing the ranks

    Become Senior Deputy of the Council

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Go to the tavern and give Arwin his sword. If he asks you to do something, do it to earn:

  • The Old Guard

    Make friends with Arwin Merton

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Now, we will get to a really annoying dungeon. Press 'J' (OVERSEER NOTE - Controller input?) and track the "Cradle of Fire" quest. Take the long walk to the Lava Forest.

For starters, this area is filled with Explosive Plants. Disarm them with Sacred Flame.

You'll also have to hack through bushes.

DO NOT OPEN this lootable. There's nothing inside but a hard battle with spitting spiders. Skip it. Moving along, you'll find a fiery version of the Explosive Plants. Continue using Sacred Flame to destroy them. Further ahead, you'll encounter Elementals and spiders that can light you on fire. It takes a standard action to put the fire out, so it's usually best to ignore it until the fight is over. It is very annoying, however.

Here you'll come to a hut. You'll now enter a long complicated dungeon. There are hidden chests and rewards for valor. There are implied consequences for stealing or upsetting the "master," but he's delusional and will attack you anyway. (He might be bugged?)

Here, you'll have a fork of two tasks to accomplish before going further. Let's do the right path first. It's a dark maze so cast Light, and use the map with 'M.' (OVERSEER NOTE - Controller input?) You'll find magic items if you look around here.

You'll eventually come to this glowing switch; step on it to open the first switch. Finish looking around, take a long rest, and SAVE. Back to the door, but this time we'll go left. This is an arena battle with three rounds to progress and a fourth for some good loot. We should go for the fourth round. If you have protection from poison, cast it on any non-dwarves. You may want to cast buffs lasting ten minutes or more before entering the blue square and using the pillar. In the first round, focus on the goblin Shaman, then the wolves. Don't bother looting, jump quickly to the next round with your buffs still up. This round is of undead. Focus on the Skeletal Sorcerer first, then mop up the rest. The third round is significantly harder; Orcs, Winter Wolves, and Ogre Zombies will appear. Again, deal with Mages and wolves, then targets of opportunity. At the end of round three, don't open the chest or leave the arena if you want to do round four. I went straight to round four with my buffs up, but consider a short rest if you are hurting. Round four includes some of the meanest enemies in the game. Zealots are resistant to non-magic damage. The fire creatures can light your guys ablaze. The Minotaur has a powerful charge attack, and the phase spiders jump around. These guys are capable of a ton of poison damage, too. Stay together in the protective bubble of Spirit Guardians. I would focus on the fire guys first, because you won't get a break to put yourself out. The big reward for the fourth round is the Ruby that will let you make another +2 weapon. Enter the new blue square and step on the button to open the door. Take a Long Rest and SAVE.

Pass the door is a chest. If you open it, Elementals will attack. Inside is a +1 Shield that can cast Daylight once a day or Light at will, but requires attunement. At this point, the item was useless to me. So choose if you want it, or the XP from the fight, and then move on. There are no consequences for "stealing." Up ahead appears to be a Dragon, but it's an illusion. Hit it once for it to disappear. Try Magic Missile at first level.

Now we come to a really annoying dungeon if you want to collect everything. Go forward; note that Flight does not work properly in this area.

At this platform, step on the four buttons to turn the surrounding platforms. Regroup and travel right.

Open this chest. There's an important crafting ingredient and a Spellbook for a faction. Return to the center and step on the four buttons to spin around again. Then step off and back on one button to spin one more time. Now things get weird. Send two party members north and two south to stand on the blue platforms' buttons. Step off, on, off, on, to spin the center two more times.

It should look like this. Stand on the buttons on the center platform. Step off and stand on it again to fully flip the blue platforms. Stand on the blue platforms again and a new one will appear. Now you can access the chest to the west. Now head south to the blue square. Defeat the Cube.

Now, you'll be at the Manor. Head directly up, northwest. There are ghosts to fight, but I wouldn't bother if I could avoid them. Ignore the book on the platform; also ignore the instructions to avoid being rude. Loot everything in the mansion. The trick to defeating the upcoming boss is to activate the four statues. Try casting Flight to be able to move quickly to them. After the fight, pick up the gem, and you'll be back at the hut in the Lava Forest. You'll also earn:

  • Master of Conjuration

    Obtain the Gem of Conjuration

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Return to the main town so we can do the missible side quest. Go to the quest board and grab all of the quests here. The main one is "Temple of the Lost God." Go talk to Arwin in the tavern. Rest a night, then talk to him again.

Travel to Cear Ellis. SAVE and hold a save as soon as you arrive. Talk to Arwin. You'll have to keep him alive, but he's pretty tough. Fight the Zealots and take a long rest. This next puzzle is kind of complicated.

Start your four PCs and Arwin like this. You need to switch to the patterns across the top with one move each.

Move in Arwin for the last pattern. SAVE and Buff. You'll be fighting a Remorhaz and its two offspring. They are resistant or immune to many damage types, including both fire and cold. Hitting them with a melee attack will make you take a small amount of fire damage. Killing all three will earn you:

  • Legendary

    Clear the Temple of the Lost God

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Don't forget to loot the bodies, as the adult has an important crafting ingredient. Again, finish any remaining side quests as we get to the endgame. One of the side quests is to track down and kill the vampire Razan. This will earn:

  • Where do you think you're going?

    Kill Razan

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Then travel to the Volcano. Walk around until you meet the Orc Shaman and make friends with her. You'll have to protect her now. Enter the Volcano. To the right, at the bottom of the stairs, is a secret door. Talk your way past the gate guards, too. You'll have a fight and then you'll free Brok, who will also join your party. Take a long rest. SAVE, then go forward and talk to Edrof. He'll fight your best melee character one-on-one. Anyone who makes two attacks a turn and has at least 60 HP should be fine. The chosen character will be stripped of gear and buffs, so take that into account. Also, spells can't be used in the fight. You'll be able to chose from among some common orc gear.

With the arena fight done, rest if you need to. Head west (left), and talk to the two other chiefs. On the way, you'll fight some bugs. After talking to both, go through the gate to the west. You'll start in a dark maze and have to cut through some spider webs to get to some pillars in lava, with an annoying fight against fire spiders. After the pillars, SAVE, and cast Protection from Poison as you'll be fighting a giant spider. If you have spare actions, cast Light spells to give the giant spider disadvantage. Loot the spider afterwards for some ingredients. As a +3 weapon, the Ax is better than anything else in the game, but I prefer the Lightbringer Greatsword's extra damage. Return the Ax (or don't?) and return to the arena area. Head east to the Redscar gate.

Look at this map for a side quest and at the statues for some lore. Ahead, you can expect three fights against Undead and Soraks. Spiritual Guardians is a massive win button in the second and third fights.

After the first fight, make sure to loot this crypt for a Spellbook for the Circle faction. There's some other loot scattered around.

Also look for a secret door here. SAVE. Open the door to the Ghost King and kill him. Note that there is no peaceful option. Light spells help with his minions. Loot his body and hurry out backwards to meet the Soraks with your buffs up. Kill and loot them, too. Take a Long Rest, SAVE, and talk to Brok near the arena. Return to the Redscar gate to confront this fire guy.

  • Master of Evocation

    Obtain the Gem of Evocation

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Also, at this point, you should have

  • Champions of the Scavengers

    Max out your reputation with the Scavengers

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and

  • Monster Hunters

    Unlock new information in the Bestiary 100 times

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After you kill him, you have plenty of time to loot him and run. Leave the Volcano and head to Manacalon Ruin - where you found the crown. At the merchant here, buy any recipe you care to make. Visit the main town and grab the last side quest. Leave town to fight the trap here. It's a fight with Minotaurs, Archers, and a Spellcaster.

Next to the statue is a secret door, with floor traps behind it. Loot the chest and return to the main town. Turn in this last side quest. YOU ARE NOW AT THE ENDGAME. SAVE MULTIPLE FILES. Travel to the Tower of Knowledge vendor. This is the hardest one, in my opinion. Give her everything she wants to earn:

  • Champions of the Tower

    Max out your reputation with the Tower of Knowledge

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RELOAD, speak to the Arcaneum vendor in the tavern. Give him everything he wants (much of this will overlap with the items you gave the Tower). If you fail this one, try again while working on the Academic background to earn:

  • Champions of the Arcaneum

    Max out your reputation with the Arcaneum

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RELOAD, speak to the Circle of Danantar vendor and give her everything she wants to earn:

  • Champions of the Circle

    Max out your reputation with the Circle of Danantar

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RELOAD, speak to the Antiquarian vendor to earn

  • Champions of the Antiquarians

    Max out your reputation with the Antiquarians

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RELOAD again, and this time, we will try to optimize the faction items. Your goal should be to reach 51 influence with the Arcaneum, either 51 or 31 influence with the Antiquarian, and then whatever you can get with the Circle. The Aniquarian is the most powerful faction, but Arcaneum is helpful for crafting items and earning achievements. Circle is very good for increasing numbers, but Tower is a waste, except for arrow recipes.

You should now finish any crafting. Rest in your home, and make everything you want or at least 20 of each item for the achievements as described on the crafting page of this walkthrough. SAVE, and travel to the Council Chambers, which is the point of no return. After the council meeting, rest at your home for an ambush, or at the tavern to skip it. Talk to the Arcaneum contact the next morning. Travel back to the legacy council. You'll lose the crown, but gain 10,000 GP. SAVE. Go to a vendor and sell everything you have, all your best gear. This should easily put you over the 20,000 needed for:

  • Gold makes Solasta go round

    Have 20,000 gold in your inventory

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RELOAD and you'll need to travel to a small town. Arwin wants to come with you. He can help, but you'll also need to make sure he doesn't die.

Enter the town. When you see the statue surrounded by flowers, cast your buffs, then charge for the stairs to start a big fight. After the fight, return to town, and head to the council. TRIGGER WARNING: This next part is grisly, although the bad graphics make it easy to stomach. It's not long, but you might want to hold off on dinner. Follow the map to mansion. Grab the letter and leave.

  • Traitors!

    Uncover four members of the Coven of Arivad

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You'll go to the temple and fight a weak group of traitors led by a Spellcaster. Finish them and move further into the temple. After a cutscene with the princess, take your last long rest, prepare Dispel Magic, and loot the chest. SAVE.

  • Into the Breach

    Enter Aer Elai

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The rest of the game is an endurance test. You will not regain spell slots (unless Warlock), so you need to use scrolls, and win fights with martial abilities and cantrips. Enter the gate. Your first fight is an ambush by Fire Elementals. Second is a small group of Soraks.

After the fight, start checking the bones. You'll need to search each one until you find the tooth. Enter the blue rectangle to leave. Shortly after you enter this cavern, you'll face Wraiths. They are resistant to most elements and non-magical damage. Afterwards, check the caves in each side for some healing potions. Push down bridges and cross the pillars and look out for another Wraith.

Stop here before you get to the blue square and SAVE. We're going to get a hard achievement now. You'll need one character with Dispel Magic and the same or another with Fly. Cast Fly on a third character and place the dispelling character halfway back to the entrance. Send the flying character back to the entrance, but as they pass the dispeller, cast Dispel Magic to drop them to their death. If you're on PC and quick, you could click the concentration symbol mid flight to drop them, too.

  • Humpty Dumpty

    Have a character die or go unconscious from falling

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RELOAD and continue. The next fight with Air Elementals can be tough. I recommend casting 4th-level Spirit Guardians before engaging. Defeat them and continue to the next blue box. This next section has some hidden chests with nice loot inside. There's no fights here, so pass to the next section. SAVE. We are almost done.

When you get to this arch, take a short rest and cast all your ten minute or longer buffs. Also drink all your potions. These are the two final fights back-to-back. Make sure you cast Light among your spells. Stick together to take advantage of your auras in these fights. You can let the Dragons die - they are doomed anyway (RIP).

When the second fight starts, I have encountered a bug one of five times where only a single character was able to fight in melee and the others were trapped behind a barrier. You can win if this bug occurs, but it's much harder. The second fight is just to survive five to seven rounds, and it's very easy. Don't cross the rift yourself or the game might bug out. Survive and you'll earn:

  • Heroes of Solasta

    Complete the game

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If you reloaded after any death, you'll also earn:

  • Immortal

    Finish the game with no character ever dying

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Now, it is time to die. Reload the final battle, drink your potions, and set the difficulty to the highest level. Engage the battle, keeping your party together. When a character dies, including failing all three death saves, set the difficulty to minimum. Use a scroll of Revivify on the dead character to earn:

  • Death is only the beginning

    Resurrect a fallen character

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Reload the final battle, set difficulty to high, but not to attack downed party members. Leave your Cleric in the back and let the other three go down. Once all three are down except the Cleric, set the difficulty super low, and win the battle to earn:

  • An easy victory

    Finish a fight with only one character alive

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Repeat this method until you earn the completely random:

  • Close shave

    Have a character stabilize with 2 failed death saving throws

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Reload the final battle again and have Belf cast Fireball on a party member to earn:

  • Worth it

    Damage a friendly character with a spell

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6. Second party4. Class achievements and first party

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Guide for Solasta: Crown of the Magister (2024)

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