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Dragon's Dogma 2 achievements

Find a requirement, follow its walkthrough link, or mark an achievement you already earned. Open an entry to reveal its requirements and story spoilers.

60 of 60 achievements · 0 marked earned

First Taste of FreedomDetails

Requirement

Complete the opening escape from the excavation/slavery sequence. It is automatic story progress before Borderwatch; no side choice or special difficulty is required.

How to work on it

  • Complete the escape from slavery; this is part of the opening story.
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ArisenDetails

Requirement

Follow the Melve memory sequence that restores the story of the Dragon choosing you. This is early main-story progress, not a character-creation menu achievement.

How to work on it

  • Complete the memory of receiving the Arisen's charge. Versatile unlocks when you change vocation.
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Seat of the ProxyDetails

Requirement

Reach Vernworth during the opening escort/main quest. Finish the arrival conversation and the city introduction before setting out on side quests.

How to work on it

  • Reach Vernworth through the opening story.
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An In-Tents AdventureDetails

Requirement

Use a campsite with a camping kit and actually camp. Carry the kit on the player or party; standing at a fire without the camp action does not count. Camps are not inn-save checkpoints.

How to work on it

  • Rest at a campsite with a camping kit.
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One Speed OnlyDetails

Requirement

Board an operating oxcart, such as the Vernworth–Melve service used for Oxcart Courier. Pay the driver as prompted and take your seat.

How to work on it

  • Board and take an oxcart trip.
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VersatileDetails

Requirement

Change to a different unlocked vocation at a guild or equivalent service. Buying a skill or merely unlocking a vocation does not count. Your chosen build can return to its original vocation afterward.

How to work on it

  • Complete the memory of receiving the Arisen's charge. Versatile unlocks when you change vocation.
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Just a Stone's Throw AwayDetails

Requirement

Use a Ferrystone to travel to an activated Portcrystal. The route explains the current Eternal Ferrystone; if that item's trigger does not register on your installation, a normal Ferrystone provides the literal verified action.

How to work on it

  • Use a Ferrystone to an activated Portcrystal outdoors. If the reusable stone does not trigger the achievement, use an ordinary Ferrystone; do not buy repeated consumables before checking the current reusable reward.
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Quit Playing DeadDetails

Requirement

Revive two fallen pawns simultaneously in one revival action. Approach two downed pawns lying close enough for the shared revive area and hold the action until both rise. Two unrelated single revivals are insufficient.

How to work on it

  • Revive two downed pawns together in one action. When both fall close together, approach their overlapping revive area and hold the revive action until both stand; a single-pawn revival is insufficient.
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Myrmecoleon DelightsDetails

Requirement

Enter the Rose Chateau during the Vernworth/Wilhelmina route. The official condition is entry; it does not require buying an intimate service or completing the romance.

How to work on it

  • Attend the masquerade in appropriate attire. Myrmecoleon Delights is tied to entering the Rose Chateau through its allowed access; the story introduction supplies the membership connection.
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A House? In This Economy?Details

Requirement

Complete the house-sitting opportunity and buy Mildred's dwelling for 20,000 G, or buy another dwelling. Using the house temporarily before ownership does not satisfy purchase.

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Wish upon the RiftDetails

Requirement

At a Riftstone, assign a quest to your main pawn with an affordable reward. Hiring another player's pawn or completing their quest is a different action.

How to work on it

  • Set your pawn's quest. A Badge of Honor is a separate long-term objective: complete one displayed main-pawn badge, such as the cyclops kill badge; set that creature as a pawn quest while progressing.
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Nobles' Night OutDetails

Requirement

Attend the palace masquerade wearing formal Courtly Tunic/Breeches and the required mask. Borrow/loot the attire through the city route and retain it for later noble access.

How to work on it

  • Attend the masquerade in appropriate attire. Myrmecoleon Delights is tied to entering the Rose Chateau through its allowed access; the story introduction supplies the membership connection.
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Across the BorderDetails

Requirement

Pass through Checkpoint Rest Town's border gate into Battahl. Use the permit/mask procedure or the noble-cart method; a mountain bypass does not itself meet the gate condition.

How to work on it

  • The first records crossing the border gate; the second requires the illicit passage. Do not mark I'm In merely for entering Battahl with a forged-looking disguise.
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A Pawn of Many TalentsDetails

Requirement

Use a specialization tome on your main pawn, such as Flora's Chirurgeon reward. A vocation, inclination or purchased weapon skill is not a specialization. A later tome can replace the current specialization.

How to work on it

  • Use a specialization tome on the main pawn. Thought I'd Lost You instead requires reviving a dead NPC at Vernworth's charnel house or Bakbattahl's morgue: locate the coffin, carry a Wakestone yourself and use it there. Rehiring a pawn does not satisfy that achievement.
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The SaviorDetails

Requirement

Use a Wakestone to revive a dead NPC. Carry the complete stone rather than only shards; save one for a real casualty encountered during the route. The morgue version can also contribute to Thought I'd Lost You.

How to work on it

  • Revive a dead NPC with a Wakestone. Three Wakestone Shards assemble into one; reserve one for an accidental casualty.
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The SpecialistDetails

Requirement

Reach vocation rank 9 in any one vocation through combat Discipline. Character level 9 is unrelated. Stay with a chosen vocation long enough to finish its rank progression.

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Affinity and BeyondDetails

Requirement

Raise one NPC to maximum affinity through quests, suitable gifts and later-day visits. Check the NPC logbook preferences; repeated same-day gifts are not a dependable substitute for progression.

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Duo DestiniesDetails

Requirement

Speak to Sigurd to unlock Mystic Spearhand after the Melve dragon encounter or at his later location, then actually select Mystic Spearhand at a guild. Unlocking the menu entry alone is insufficient.

How to work on it

  • Actually change to Mystic Spearhand after unlocking it; merely talking to Sigurd is not the final condition.
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Back Where It All BeganDetails

Requirement

Return to Agamen Volcanic Island. The route reaches it through Drabnir's Grotto before triggering the ending, allowing the island's side quests and vocation unlocks first.

How to work on it

  • Reach Drabnir's Grotto. Continue through its southern exit to Agamen Volcanic Island for Back Where It All Began.
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Hope You Brought a LanternDetails

Requirement

Reach Drabnir's Grotto on the southern Battahl route. Bring lantern oil and a prepared party; this is the ordinary-world passage to Volcanic Island used before the palace departure.

How to work on it

  • Reach Drabnir's Grotto. Continue through its southern exit to Agamen Volcanic Island for Back Where It All Began.
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This'll Cure What Ails YeDetails

Requirement

Pay for and actually soak in the Volcanic Island Camp hot spring. Escorting Gautstafr to the entrance alone does not satisfy the bathing action.

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Roost of the DragonDetails

Requirement

Reach Dragonsbreath Tower in southwestern Battahl. Follow the Sigurd route while the normal world is still available; the arrival condition is separate from acquiring his teaching.

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Arrows and IncantationsDetails

Requirement

Finish Gautstafr's hot-spring escort and speak with Cliodhna to unlock Magick Archer, then select the vocation at a guild. Learn the maister tome separately for the maister checklist.

How to work on it

  • Change to Magick Archer at a guild and equip a Magick Bow. Unlocking the vocation without selecting it is insufficient.
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Trickster of the TradeDetails

Requirement

Speak with Luz's projection at the Reverent Shrine to unlock Trickster, then change into the vocation. Finding the real Luz's maister teaching is an additional step.

How to work on it

  • Change to Trickster at a guild. If collecting tokens, earn its rank-two Detection augment and then return to your preferred vocation.
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Before Dawn BreaksDetails

Requirement

Kill a Dullahan, the headless horseman. The Gregor rescue gives an early opportunity, but a retreat at dawn is not a kill; return for another night encounter if the enemy disappears.

How to work on it

  • Kill a Dullahan. Merely surviving until it departs at dawn does not satisfy the kill condition. If this encounter escapes, another Dullahan can be fought later, including in the Unmoored World.
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Jack of All Trades, Master of...All TradesDetails

Requirement

Give Lamond three Newt Liqueurs during The Sotted Sage, finish his dialogue and select Warfarer at a guild. Obtain and learn Grandmaster's Path for Rearmament separately.

How to work on it

  • Change to Warfarer at a guild.
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The RegriffiningDetails

Requirement

Climb onto a wild griffin and remain attached while it takes flight; the opening scripted griffin ride is the first flight. Keep stamina available and avoid killing the creature before it can launch.

How to work on it

  • On a different wild griffin, climb onto its back and hold on as it leaves combat in full flight. The opening escape counts as the first ride; this is one additional wild ride. Preserve stamina and avoid burning its wings when trying this.
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Dragon's Dogma 2Details

Requirement

Enter the Unmoored World through the empowered-blade action at the Dragon's glowing heart during the flight. Ordinary Dragon victory and taking the throne do not by themselves enter this route.

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Dragon ForgedDetails

Requirement

After three ordinary enhancement stages, use the Dragonforged's Wyrmfire service on a weapon. Upgrading only armor does not meet Steam's weapon condition; reserve the necessary Wyrmslife Crystals.

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To the Victor Go the SpoilsDetails

Requirement

Allow a scavenger thief to take an inventory item, then pursue it and reclaim the stolen property. A routine bandit kill without theft/recovery does not count. Use the local low-value-item setup.

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ClosureDetails

Requirement

Finish the Unmoored World's final Seafloor Shrine beacon and dragon sequence. Steam explicitly excludes Casual Mode. Complete trials, evacuations and shopping before the final beacon; a last-minute difficulty switch is not promised to repair eligibility.

How to work on it

  • Finish the cycle-ending sequence in an eligible difficulty. Steam explicitly excludes Casual Mode; this guide does not promise that switching out of Casual near the end retroactively restores eligibility.
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A Badge of HonorDetails

Requirement

Complete one main-pawn badge's displayed requirement, such as its cyclops count. Personal kills and useful pawn quests contribute to this long-term objective; a player achievement or pawn specialization is not a badge.

How to work on it

  • Set your pawn's quest. A Badge of Honor is a separate long-term objective: complete one displayed main-pawn badge, such as the cyclops kill badge; set that creature as a pawn quest while progressing.
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Are We There Yet?Details

Requirement

Ride the Phantom Oxcart during its investigation while disguised as a pawn by removing the indicated equipment. Following it on foot or completing an ordinary cart ride is insufficient; follow the route's boarding instructions before exposing yourself.

How to work on it

  • The disguise ride is the key action. Following the cart from a distance may advance the investigation but does not substitute for boarding it.
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Thought I'd Lost YouDetails

Requirement

Revive a dead NPC at a morgue or charnel house with a Wakestone. Locate their coffin and perform the resurrection there. Rehiring a lost pawn is unrelated to this achievement.

How to work on it

  • Use a specialization tome on the main pawn. Thought I'd Lost You instead requires reviving a dead NPC at Vernworth's charnel house or Bakbattahl's morgue: locate the coffin, carry a Wakestone yourself and use it there. Rehiring a pawn does not satisfy that achievement.
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I'm InDetails

Requirement

Store any Beastren Border Entry Permit and Battahl Residence Permit first. Then cross the checkpoint gate illicitly while concealed in the noble's covered oxcart. A permitted crossing, Beastren Mask alone or mountain detour is not the prescribed hidden achievement method. It can be attempted on a later crossing.

How to work on it

  • The first records crossing the border gate; the second requires the illicit passage. Do not mark I'm In merely for entering Battahl with a forged-looking disguise.
  • Break five vile-eye barriers at once. The exact encounter location, grouping method and eligible attack timing are not sufficiently verified to prescribe a method. Check this condition when the relevant enemy appears; do not substitute five separate barrier breaks.
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The GuardianDetails

Requirement

Evacuate the Unmoored settlements to Seafloor Shrine. This route completes all five groups—Vernworth, Sacred Arbor, Bakbattahl, Volcanic Island Camp and Excavation Site—rather than relying on a lower reported trigger threshold. Finish before the final beacon.

How to work on it

  • Fulfill Eir's wish. Its precise decision and relationship to the guardian's request are unverified. The guide does not claim these achievements are compatible or mutually exclusive on one save.
  • Complete the evacuation effort before the final beacon. Some reports describe an earlier unlock threshold, but this guide saves all five populations rather than treating an early achievement popup as proof everyone is safe.
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The HeroDetails

Requirement

Resolve the regional Unmoored trials/red-beacon threats. Reactivated Talos can handle southern threats depending on its condition; personally clear the remaining beacons. The final Seafloor Shrine beacon ends the run and is deliberately last.

How to work on it

  • Finish all Unmoored regional trials before the final sanctuary beacon. Evacuating towns alone is not this achievement.
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Off with Its Head!Details

Requirement

Sever Medusa's head using slashing damage to her neck/head rather than simply depleting all health through body damage. Combine this with the high-health preserved-head procedure for Getting a Head.

How to work on it

  • The first requires decapitation; the second requires the Preserved Medusa Head specifically. Pick it up yourself or transfer it from the pawn that looted it.
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Full MarksDetails

Requirement

Solve all ten Sphinx riddles correctly, including the first-site five, Reunion and the randomized final-site four. Record your first token and the exact solved-riddle count; a wrong irreversible answer can require a recovery point or another cycle.

How to work on it

  • Solve all ten riddles successfully. Confirm the achievement before provoking the Sphinx.
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PeaceDetails

Requirement

Defeat the ordinary Dragon, then remain on the throne through the coronation credits. Use the title screen's continuation to return to the throne scene afterward for the Pathfinder/Unmoored route; do not choose NG+ before that continuation.

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I, TalosDetails

Requirement

Preserve usable Talos remains during the ordinary-world fight, recover your main pawn in the Unmoored World and return together to trigger reactivation. Fully destroyed or petrified remains can make this unavailable in the current cycle.

How to work on it

  • Trigger the reactivation. A fully destroyed or unsuitable petrified giant cannot simply be repaired through a menu; that earlier choice may require a new cycle for this achievement.
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Cyclops AbridgedDetails

Requirement

Lure a living cyclops into spanning a broken crossing, then traverse its body while it forms the bridge. Killing a cyclops beside an ordinary bridge is insufficient. Keep pawns from defeating it before the crossing.

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Dragon's DogmaDetails

Requirement

Buy the weapon named Dragon's Dogma from the Dragonforged for 110 Wyrmslife Crystals in the postgame. This is a sword acquisition achievement, distinct from Dragon's Dogma 2 and Dragon Forged.

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Gigantus, I Hardly Knew YeDetails

Requirement

Stop Talos within its fast-defeat condition. The route uses an accurately fired Unmaking Arrow while the giant is still offshore; fast destruction of all weak points is an alternative. The arrow autosaves when fired, and the award may await the actual collapse.

How to work on it

  • Stop the giant within the fast-clear condition. Wait for its actual collapse/quest update to confirm; do not mark completion when the arrow merely hits.
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Harpy JoyrideDetails

Requirement

Use Harpysnare Smoke Beacons to summon a harpy, grab it and rise into flight. Grabbing a random enemy harpy does not fulfill the complete stated summon-and-flight sequence.

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The TouristDetails

Requirement

Discover fifty different dungeons. Enter their areas and use the named cave checklist to add unvisited ones; ordinary town or shop discoveries are not interchangeable with Steam's current dungeon wording.

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The CollectorDetails

Requirement

Personally collect eighty Seeker's Tokens. Equip Trickster's Detection and follow the regional route/map leads. Keep the first-token record for the Sphinx; forged or gifted copies do not replace personal discoveries.

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Getting a HeadDetails

Requirement

Obtain a Preserved Medusa Head by severing it while Medusa still has very high health. Hold back uncontrolled party damage, use the local sleep/neck-cut procedure and store the head promptly; a withered ordinary head is not equivalent.

How to work on it

  • The first requires decapitation; the second requires the Preserved Medusa Head specifically. Pick it up yourself or transfer it from the pawn that looted it.
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The PhilanthropistDetails

Requirement

Earn affection from fifty different NPCs. Spread quest help, appropriate gifts and tavern rounds across people and later days; this is not fifty maximum-affinity romances. Confirm through the game's achievement/logbook progress.

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Master of the MaistersDetails

Requirement

Acquire every base-vocation maister teaching: twelve tomes across ten vocations, including both Thief and both Sorcerer teachings. Follow the Trysha/Myrddin original-versus-forgery plan and collect follow-up dialogue rewards before final progression.

How to work on it

  • Verify the achievement after acquiring/learning the full set. The two Sorcerer rewards and two Thief rewards are separate entries; there are ten vocations and twelve teachings.
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Reaper's ScornDetails

Requirement

Use the Sphinx's Eternal Wakestone to revive multiple dead NPCs in one area-wide activation. Check that its confirmation includes multiple casualties; the item is single-use despite its name. It is separate from reviving two pawns or a single morgue NPC.

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The Barbecue-MaisterDetails

Requirement

Cook all eight meat states once during daylight and once at night: sixteen checked combinations in the camp stop. Fresh, aged, rotten and dried states for the two meat families are distinct; cooking one family or only one time of day is insufficient.

How to work on it

  • Confirm all sixteen cooking actions and the achievement. Do this before the Unmoored World, where repeated rest is a limited resource.
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An Eye for an EyeDetails

Requirement

Petrify Medusa using a preserved Medusa head on a later encounter, or the verified mirror-shield method. Keep the head from deteriorating and follow the respawn trip; merely acquiring the head does not count.

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Plenty Arisen to Go RoundDetails

Requirement

Bring two strongly attached NPCs into a dwelling you own and allow their jealousy to trigger a fight. Secure wanted affinity rewards first because the brawl can affect relationships. Two ordinary visitors are not necessarily admirers.

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The Forgotten NorthDetails

Requirement

Own/install Dark Arisen, begin Chilling Tidings through Brant and reach Norgan. The arrival condition and opening are verified; it does not require finishing the northern story.

How to work on it

  • Enter Norgan through the expansion introduction. The official condition is arrival, not completion of its story.
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Dogma DefiedDetails

Requirement

Dark Arisen: finish the Final Proving Ground without recovering the loss gauge. The official condition is verified, but the full floor route and which recovery effects invalidate it remain unverified. No safe-rest, Wakestone or item workaround is promised.

How to work on it

  • Steam requires completing the Final Proving Ground without recovering the loss gauge. Ordinary HP and the maximum-HP loss gauge are different systems. The full floor sequence and exactly which restorative effects invalidate this challenge remain unverified.
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Dogma DefendedDetails

Requirement

Dark Arisen: comply with Norgan's guardian's request. Steam verifies the condition; the exact request, prerequisite sequence, ending reward and compatibility with Eir's wish are unresolved in this launch-day guide.

How to work on it

  • Heed the request of Norgan's guardian. The exact dialogue, prerequisite chain and consequences are unverified in this launch-day edition.
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Strike!Details

Requirement

Dark Arisen: destroy five vile-eye barriers in the same event. Steam specifies simultaneous barrier breaks; the exact encounter and reliable grouping/attack method are unverified. Five separate breaks should not be assumed to count.

How to work on it

  • Break five vile-eye barriers at once. The exact encounter location, grouping method and eligible attack timing are not sufficiently verified to prescribe a method. Check this condition when the relevant enemy appears; do not substitute five separate barrier breaks.
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ReunitedDetails

Requirement

Dark Arisen: grant Eir's wish. The exact decisive dialogue and compatibility with the guardian's request are unverified. Preserve an intentional recovery point before a northern finale; do not assume a documented all-endings sequence exists here.

How to work on it

  • Fulfill Eir's wish. Its precise decision and relationship to the guardian's request are unverified. The guide does not claim these achievements are compatible or mutually exclusive on one save.
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Abominable SnowstashDetails

Requirement

Dark Arisen: reclaim stolen items from the snowfoot's den. Killing a snowfoot without retrieving its stolen property is insufficient. The den location and dependable theft/retrieval sequence remain unverified.

How to work on it

  • Recover stolen belongings from a snowfoot den. Merely killing a snowfoot is insufficient; the condition names recovery from its den. The relevant den and reliable theft/retrieval sequence are unverified here.
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Your marks use the same playthrough as the walkthrough. Platform achievement list ↗