Tides of Tomorrow Walkthrough: Choice-Safe Checkpoints Through Act 2

A Tidewalker approaches a floating settlement by boat in Tides of Tomorrow

Tides of Tomorrow does not have one immutable route. A bridge may already be broken, a cache may be empty, a guard may remember the Tidewalker you follow, and an entire late level can begin in a different scenario. The useful walkthrough is therefore a chain of checks: identify the inherited state, protect enough Ozen to stay alive, carry Scrap for repairs, and know which objective must be true before leaving each island.

Scope and spoiler boundary: this route was checked on July 19, 2026 and covers the prologue through the verified Act 2 branches at the Lazarus Facility and Wrecklandia. It does not claim an all-endings path. The current official patch boundary is Patch 4, build 1687-44915, which fixed several choice, recap, checkpoint, and achievement problems after launch.

A Tidewalker approaches a floating settlement by boat in Tides of Tomorrow
The route between islands is flexible; the departure checks are more reliable than a rigid sequence.

Read the inherited state before you solve the room

At the start of a level, use Tides of Time before spending a resource or committing to dialogue. Major visions explain what the linked Tidewalker changed. Minor echoes are useful for orientation, but they should not override the objective marker or the state visible in your own game.

  • Look for access changes first: dropped ladders, repaired paths, open vents, disabled machinery, and usable bridges can differ between seeds.
  • Check people second: a friendly Reclaimer, an angry Marauder, or a suspicious gatekeeper can turn a direct entrance into a stealth route.
  • Count survival resources before the exit: Ozen is not merely spending money; it is also the treatment that keeps the Tidewalker moving. Scrap pays for repairs, access, merchants, and some helpful actions.
  • Treat the level recap as a save-point decision: it shows what you changed and gives you the point at which to reconsider the person you follow.

If the room does not match a reference exactly, do not assume the game is broken. First check whether the previous Tidewalker used the obvious route, removed the resource you expected, or left the local faction hostile.

Scrap Harbour: leave with a boat and a usable Ozen buffer

After surfacing and meeting Nahe, follow the Tides of Time stream to see how the linked journey reached this moment. The early Ozen decision is already consequential: taking it protects the current run, while leaving it can help the next Tidewalker. There is no universally safe moral answer when your own health is low.

On the harbour platform, pull the lever and ride the moving section across. Search trash and containers as you climb; these early scraps are insurance against the first inherited obstruction. Tell the bouncer you are a Tidewalker to reach the club, then use the emote wheel when Eyla asks you to dance. The donation box in this area is both a Story-Link lesson and the first obvious place to share resources.

The meeting with Obin eventually pushes the route toward the Marauder dock. Move through the piles and watch his conversation from cover. The Ozen stash is behind the drums on a shelf. Taking it triggers the lieutenant encounter, but the response may differ with the linked history. A negotiation route and an escape route are both possible; if the scene becomes a chase, follow the predecessor’s ghost and use the boat weapon to stop the Ozen carrier.

Departure check: you should have the boat, the Marketland objective, and enough Ozen that the next crossing does not become a health emergency. If one of those is missing, continue the current objective rather than sailing toward an optional event.

Marketland: the hideout and Obin’s anger meter are the two gates

Dock at the marked point, speak with the Reclaimer near the entrance, and use the ladders to reach the restricted side. A short bridge is a visible consequence point: crossing can leave it broken for a later follower. In the patrol zone, watch the red vision cones and use the vent on the left. The Reclaimer hideout sits beyond the tool-shop side of the restricted area.

Inside, use Tides of Time to reconstruct what happened to Eyla and Kass. Do not build the route around an expected Ozen cache; a linked player may have left it, moved the situation forward, or consumed the opportunity. If Eyla is in need and you have a surplus, sharing here supports the cooperative branch, but your immediate survival still comes first.

To reach Obin’s tower, return toward the upper route, knock down the ladder, and cross the warehouse platforms. A blue container on the left contains Ozen in the documented layout. The zipline takes you down toward the tower approach; another ladder can be repaired with Scrap if your version needs it.

Obin’s office is a dialogue hazard rather than a combat encounter. Watch the anger meter and pick answers that acknowledge the Ozen problem without needlessly provoking him. Kass eventually admits her role. The goal of this scene is to leave alive and keep the route open, not to force a particular alignment point.

Departure check: Eyla and Kass have completed the handoff, you have taken Ozen if required, and the objective explicitly sends you back to the boat.

Pleasureland: earn access, then treat the race as two objectives

Pleasureland demonstrates why a fixed path fails. The obvious entrance or Ferris-wheel route may reflect what the previous Tidewalker did. If the front access is unavailable, look for the grate around the back-right side. Once inside, Tides of Time will show which route the linked player used.

Use the dance-floor interaction and cheer to draw Nyx onto the stage. Accept the race challenge, make the speech, then follow the route through the VIP area toward the Panorama Bar. Nyx’s walk advances the Ozen investigation and opens the paddock sequence. Taj supplies the race boat after you choose a racer name.

A speedboat race through neon gates in Tides of Tomorrow
The documented race check has two parts: place well enough to finish the event and beat the linked Tidewalker’s ghost when the objective asks for it.

Use the boost lanes, avoid over-correcting in tight turns, and read the current objective rather than assuming that first place is the only success condition. One detailed location reference reports a top-three requirement plus beating the previous Tidewalker, while the broader route treats the event as a win. The client prompt is the deciding evidence for your seed.

After the result, make the Ozen choice with your current health in mind. Return to Nyx at the bar to receive the Stronghold plan, then restock before leaving.

Stronghold: sabotage the filter, collect the duck, protect the exit

At Obin’s Stronghold, Nyx can smuggle you inside in a wheelbarrow. Leave it when prompted, enter through the wall opening, and climb from the guard shower room. The elevator is near the sleeping guard. After reconnecting with Nyx, head toward Maintenance above the club.

Climb the purple-and-yellow ladder and follow the green cables to the breaker boxes. Sabotage each box until the cables show the disabled state. Before returning to the main objective, descend into the basement: the key for the locked door is in a grate near the bottom of the stairs, and the chest beyond contains the Armored Rubber Duck. This is a useful collectible checkpoint because the official Patch 4 later fixed a problem that could prevent the Duck achievement from unlocking.

The parlor fight is a memory test. Watch the opponent’s dodge pattern through the vision, then choose the matching attacks instead of guessing. In Obin’s office, scan the scene and inspect the back desk to connect Voot to the Ozen supply problem. Report the knock at the door, tell Nyx what you found, return the borrowed outfit, and use the zipline for the escape.

The lower escape is seed-sensitive. Missing ladders may need Scrap, and a path can be closed if the earlier Tidewalker stole from the area. Follow the live objective and your visions until the dock is reachable.

The Act 2 middle game is a resource fork, not a single corridor

Act 2 makes Ozen scarcer and opens more than one order. The verified route supports three useful checkpoints before the major late choice.

Citadel: let the vision answer the password

At the Citadel, the gate password is not safe to memorize as one permanent word. The documented possibilities include Coral and Mereids, depending on whether the previous Tidewalker changed it. Scan the gate scene, then answer from your version. Inside, move through the auditorium to Efod, follow the conflict with Nahe, and approach Voot respectfully if you want the longest explanation of the prophecy.

The altar is an alignment choice, not a puzzle with one correct battery socket. Pick the value you actually intend to develop, leave a useful hint if the game offers it, attend the Divinity audience, and meet Efod and Nahe at the dock the next morning.

Main Outpost: decide who receives each can before taking it

Kass distributes Ozen one can at a time. The island presents patients, traders, and opportunities to keep the dose yourself. Decide the purpose of the can before accepting the next conversation so that an accidental interaction does not contradict the run you are building. An altruistic distribution can improve Kass’s response and the later handoff; selfish choices may protect you immediately but reduce what she shares.

Kelpie’s Playground: feed, clear, then choose whether to follow

Find Eyla’s yellow submersible, release chum from the bait platform to feed Kelpie, and follow the mereid. The old turbine is above a winding climb; an Ozen box can be found near Eyla’s former apartment. Marauders eventually take Kelpie, opening Wrecklandia while Nahe calls with the Maelstrom expedition coordinates.

This is the meaningful route fork: pursue Kelpie with Eyla or join Nahe’s expedition. The walkthrough evidence supports both as real player tasks, but it does not support pretending that they collapse into one consequence-free path.

Nahe’s expedition: solve the Lazarus sample from four tests

At the Delta Shipwreck, dock behind the large vessel. The console needs a power unit from the back room. Install it beside the console, speak with Delly, and use the Log option to obtain the Lazarus Facility coordinates.

In the submarine, take control after the crash. Use suction to turn the obstruction at the fan, continue through the narrow passages, dock, and take the facility elevator down. The small battery that opens the next gate is in the room on the right.

Once the laboratory opens, read the document beside Eyla and the protocol on the desk she approaches. Find Dr. Keel’s workstation across the room from the sample cabinet, beside the sealed exit, and open its drawer for the key. The four lab notes define the valid range:

  • Egrases (EG) must be from 20 through 40 units.
  • Evanesase (EV) must remain below 300 units.
  • Plastase (PL) must exceed 6,000 units.
  • The combined enzyme count must stay under 8,000 units.

The left-hand sample, also identified as Canister A in the broader route, is the one that satisfies all four checks. Its displayed values are EG 35, EV 215, and PL 7,500, producing a total below the cap. Test the numbers in your client before pulling the lever; the machine permits one final selection. The next choice is who receives the viable sample. Giving it to Eyla protects her condition, while taking it supports the current Tidewalker’s survival path.

Kelpie’s route: enter Wrecklandia by reading the opponent

Wrecklandia has at least two documented scenarios: one puts you beside Eyla for the rescue, while another has you reconstruct what happened and work around Obin. At the outer gate, use the vision to see the guard’s planned Rock-Paper-Scissors move, then answer with the counter. This is deterministic once you scan it.

Inside the fish market, the slaughterhouse key is held by Ben. If Obin is with you, ask him for the password; otherwise replay the prior conversation with Tides of Time. In the factory, use passing boxes as cover, crawl below the conveyor, ride a box until the catwalk opening appears, and use the linked ghost to cross the unstable platform. Sabotage the yellow-cabled machine to drop the hanging fish and create the diversion.

At the mereid pen, the rescue version eventually places Eyla in danger while the release control is within reach:

  • Surrender: Eyla avoids being thrown into the water, but Kelpie is sacrificed and does not appear in the later underwater sequence.
  • Free Kelpie: Kelpie survives, while Eyla is pushed into the ocean and her Plastemia becomes worse even though she survives the immediate scene.

If the scenario instead ends with Obin questioning you, accusing Eyla earns Ozen but harms her relationship and condition. Defending her shifts the physical consequence to the Tidewalker. These are tradeoffs, not a hidden perfect answer.

A broad floating settlement built across the ocean world of Elynd
When a branch closes, record the consequence at the level recap instead of forcing a different seed’s route into the current world.

When an objective disagrees with the route

  1. Reload the current checkpoint once and rescan the nearest major vision.
  2. Check the active objective, the linked player’s action, and the physical state of ladders, gates, and boats.
  3. Confirm the game is updated beyond the launch blockers. Patch 2 fixed a Delta Shipwreck docking obstruction; Patch 3 addressed progression and checkpoint-state errors; Patch 4 fixed further recap and Catacombs reload problems.
  4. If the objective still does not validate, preserve the save state and report the exact level, seed, and build rather than repeating a choice that consumes Ozen or Scrap.

This article intentionally ends at the evidence boundary. The saved sources support these island checkpoints, the Lazarus sample, and the two Wrecklandia scenarios; they do not support a reliable five-ending prescription. Use the level recap as the handoff to the next route, and let the current client show which consequences your Story-Link actually produced.

Sources and credits

The official Steam page verifies AppID 2678080, DigixArt, THQ Nordic, the April 22, 2026 release, and the choice-driven Story-Link design. The official Tides of Tomorrow site supplies the current game identity. Route details were reconciled across readable walkthrough references and official patch announcements; inaccessible pages, a removed Steam joke guide, unsupported ending claims, and third-party images were not used as facts or media.