Act 12 is a major story break in The Seven Deadly Sins: Origin, but it is no longer the end of the live main quest. Netmarble’s Version 1.7 update added Act 15 on July 15, 2026. This route covers the supplied Act 1-12 sequence: the launch-story arc from the first Book of Stars puzzle through Fort Solgres, with the detours, interaction gates, and boss transitions most likely to stop progress.
Some indexes call the opening cave Act 0 while the supplied act-by-act walkthrough includes it under Act 1. Follow the quest names and locations below rather than relying on that numbering difference. Later quests are outside this article, and any changed marker, enemy count, or recommended Combat Class in a newer client should be resolved from the live objective panel.

Read each stopped marker as a missing verb
The main quest repeatedly asks for one of four actions without always putting the answer beside the objective: switch to a hero with the required element, equip the required riding pet, charge the correct Book of Stars power, or finish every object inside a search area. Before leaving a marker, check those four conditions.
- Element mechanisms: fire lights or burns; wind activates fans and launch flowers. A mechanism can be in the right place but still need an elemental hit.
- Book of Stars powers: Movement lifts cubes or mechanisms, Restoration scans every broken piece, and Purification removes corruption. If the needed power is unavailable, look for the matching Constellation Stone close to the objective.
- Quest searches: an icon may appear only at close range. Sweep the marked circle in lanes instead of following the center marker repeatedly.
- Scripted boss gates: an invulnerable enemy usually means the target has changed to a core, heart, limb, cannon, flower gun, or shelter. Stop spending Ultimates until the arena exposes the new task.
Activate every Warp Point you pass and carry healing before an enclosed quest area. Baste Prison and the later underground ruins punish an unprepared entry with a long repeat, while the Act 12 finale has a visible timer. Old community power figures are useful history, not a permanent requirement; compare your party with the live recommendation and the damage taken from one normal hit.
Act 1 turns the Book into a toolset
In the opening cave, ride Tioreh’s dragon through the tunnel, burn the obstructions, and steer around the crystals. At the bottom, stand on the second floor switch while Tioreh holds the first. Take the pendant, clear the enemies, and damage the Guardian Golem until the cutscene ends the encounter. This is a scripted partial fight, not a demand to empty the entire health bar.
The exit teaches the pattern used throughout the campaign. Charge the Book at the nearby Constellation Stone, lift the cube, rotate it if necessary, and seat it in the gate. Dive through the submerged passage, surface, and climb back to Tioreh. After Hawk joins, gather a Dandelion Root and wood, build the workbench, and craft the requested recovery potions. If party formation is still highlighted, add the newly granted heroes before chasing the next marker.
The open-world tutorial then chains several permanent unlocks:
- Defeat the Locus Golem, move its cube into the nearby device, and claim the chest.
- Use a fire hero on the mechanism by the vines, then register the Warp Point.
- Bounce up to the honey, visit the Hunter’s Hut, and use Tioreh’s traversal skill to reach the flint on the cliff.
- Cook Honey Milk at the fire and equip Hawk when riding is introduced.
- Complete the Mastery prompt before entering Liones; several later fights assume that this menu is no longer untouched.
In Liones, dash out of Marmas’s red circular attacks, meet Bartra, and use the owl flight rings to reach the Giant Bird. Howzer joins after that battle. Bigmoss and the Werebear Chieftain lead to the western pier of Lake Pernes. Dive to the underwater gate, operate the altar to drain the chamber, follow the footprints to the bookshelf, and fill the door’s three cube sockets.
Inside the Cradle of Stars, put the movable cube on one pressure plate and stand on the other. After the vision, charge the Book again. Restoration first scans the three fallen pillar pieces. Back in Liones, scan all four pieces of the damaged statue. At the harbor, the broken ship has seven selectable pieces; the objective advances only after all seven are in the Restoration selection. Boarding that repaired ship is the clean Act 1 exit.
Acts 2 and 3 make the forest itself the puzzle
At the Fairy King’s Forest barrier, do not walk by compass. Follow the flower-like guide with the glowing yellow head through every turn in the fog. Inside, hit the wind mechanism with Howzer or another wind attack, bounce from the blue flower, glide through the rings, and take the left branch when Puora reaches the fork.
The Mushroom Colony is the first movable-element combination. Lift the wind mechanism with the Book, place it beside the flower marked with the wind symbol, then strike it with wind to clear the poison. Repeat that logic inside the search area until the southeast cloud reveals Sage. The Forest of Temptation is more direct: clear the cave enemies, find Puora, and defeat the Screamer group outside.
At the pond, investigate all three points; each spawns a defender before the inspection completes. Return to the Sacred Tree when Gerharde calls, interact with the tree to rebuild the Guardian Rampart, and rescue the fallen fairies in the Forest of Remembrance. Albion Mutant is a target-switch fight:
- Attack its legs to fill the stun gauge.
- When it falls, climb to the chest and damage the core.
- When the enraged form blows melee attackers away, use the flower guns to hit the exposed core and build another stun.
- Keep moving around the purple ground spikes and falling blasts, then climb and finish the core during the final knockdown.
Act 3-A begins north of the settlement. Rescue Rose, clear the repeated Mad Fairy spawns, defeat Frenzied Hawk, then heal before fighting Frenzied Rose. Collect three samples from the flower field and show them to Gerharde. The cure chain requires the Sacred Tree ingredient, a Fairy Mushroom beside a tree trunk at Spirit’s Rest, and the flowered bottle from Merchant Karen. Apply the finished cure in the Northern Residence, then question the lakeside NPCs and find Rose north of the Mushroom Moss Demon area.
Act 3-B moves to Dragon’s Grave. After meeting Mannie, clear the Draco guards and open every captive cage in the marked area. The altar key is not a random drop: collect four Dragon Egg fragments around the entrance, set up a workbench, choose the Quest category, craft the Dragon Egg, and place it on the pedestal. Inside, use both stone tablets and take the opened portal.
King Drake becomes invulnerable during the first major transition. When Mannie breaks free and occupies him, stop attacking Drake and destroy the Elder Dragon’s Heart. He absorbs the result and resumes the fight with falling-rock pressure. Save healing and high-commitment attacks for this second damage window rather than wasting them on the protected phase.
Acts 4 through 6 hand you Purification, then test it under pressure
Act 4 sends the party from the Royal Library to West Liones Beach and Farewell Island. The large ship cannot cross the corrupted water safely, so land on the smaller island, board the small boat, and use the waves to clear the broken ship while steering around mines and corrupted water. The timer starts when the small-boat course begins; prioritize the route over pickups.
On Farewell Island, keep enemies off Daisy until the Howling Servant appears. The following scene freezes time and unlocks Purification from the central Constellation Stone. Purify all four flowers, then charge Restoration at the eastern stone and scan the memorial pieces. Back in the Fairy King’s Forest, recharge Purification if necessary and remove the flower beside Harlequin to close the act.
Act 5 crosses Dragon’s Grave to Ferzen. Use the left lift platform at the town station to reach the mine, activate the Warp Point, and tail Dreyfus at walking speed. Hide when he turns; running or closing the gap fails the sequence. Fraudrin is the preparation check in the town square. If normal hits remove too much health, leave, finish the active party’s basic Mastery and weapons, cook, then return.
At the mine entrance, Purification clears the lift. Deeper inside, hear the Walker behind the broken cart, charge Restoration, scan the cart pieces, and ride it down. The Gorras provide a Walker disguise for the route to Tata Komi. After the later ambush, defeat the Walker guarding the key, open its gate, clear the next room, and use the descending platform to reach Waralga. His frontal and linear attacks leave his back and sides safer than the lane in front of him.

The cart exits into Act 6’s Sand Valley. Three corrupted pillars feed the large barrier. The first is southwest; the second is northeast; from the second, follow the eastern route toward the third. Purple energy lines are a better locator than distant terrain. Purify each pillar, defeating the Ruinous Servant at the last one, then fight Laruka.
Laruka’s defeat does not expose the flower. Man the nearby cannon and shoot the remaining barrier until it falls. Use the lower mushroom, then the mushroom on the ledge, to reach and purify the flower. The path behind it is the exit; follow Nene Komi, clear the last monsters, chase the hostile Gorra, and speak with Sarasik.
Acts 7 and 8 hide required interactions inside obvious locations
In ruined Dalmally, the three keepsakes appear only at close range. Search northeast beside a sand-covered ruined house, northwest around the bodies beneath another broken structure, and near the center beside the partly buried body and large rock. Hand all three to Banner before going to Dr. Sennet on the northern rooftop.
The Fire Essence objective comes from three groups of Flame Spirits northeast of the village. After returning the material, open the Pet menu and put Hawk in the riding slot. Mount Hawk in the open world, use the riding-pet skill to open Eat Scraps, and select the Tyrant Meat. Simply owning Hawk or the meat does not satisfy the Act 7 gate.
Act 8 runs from Traveler’s Rock to the broken cart and into Baste Prison. Prepare before crossing the prison’s first combat hall; defeat carries you forward, but failure can mean reclimbing the floors. The boss order is the route map:
- Jude: leave each red spike circle and reacquire him after he travels underground.
- Golgius: sidestep the marked thrust and use a Tag attack when the Blue Flash interrupt appears.
- Ruin: clear the large blast zones; interrupt the spinning Blue Flash. The apparent argument afterward is his illusion.
- Freesia: use Tyrant Dragon Hawk’s fire breath to clear the insects in the corridor, then keep out of poison lanes and interrupt her Blue Flash before poison rings cover the arena.
Jericho leaves through a story scene rather than becoming the next required boss. Continue to the roof, defeat the large Servant while controlling the smaller spawns, and purify the Abyss Flower. You can descend quickly from the roof, but deploy the glider before landing. Return to the prison entrance and then Oasis Village.
Acts 9 and 10 turn the route vertical
At Town Tala, collect three wild herbs on the approach and honey from the tree near the entrance. Give the ingredients to Martha, deliver the cooked dish to Landos, and bring him back. Ellen and Luigi then point to Guila’s belongings and the crystals. Mount the temporary flying dragon to reach the formations.
Purify the crystal southwest of the first approach, then the northeast crystal, then the northern one. The restored wind opens the Capital of the Dead route. Inside, each purified flower opens or reveals the next portal. If a blue portal leads away from the objective, it is an optional puzzle detour; the story route continues through the portals connected to the three Abyss Flowers. Before the final portal, recharge Purification and heal. Guila’s red glow telegraphs a charge, so move laterally rather than retreating along her line.
Act 10 begins with Dr. Sennet, Guila’s medicine, and three Butterfly Grass west of Oasis Village. After Vernas disappears, the false Guardian Stone points the party to the underground ruins southeast of town. Bring a fast fire attacker. Light braziers for visibility, clear the first bandits, and stop at the nine-symbol floor.
The floor has three copies of three patterns. Put the two movable blocks on two tiles bearing the upside-down-Y constellation, then stand on the third matching tile. This opens the side room. Light its brazier blue and sprint back through the timed main gate.
Beyond it, a barrel beside a wooden door is the next key. Ignite it from outside the blast, light the blue brazier in the opened chamber, and hurry through the opposite timed door. Later, move both a fire mechanism and an explosive barrel beside the wooden door in the spider room, then ignite the barrel. Fire also removes the webs.
During the fight with the black-masked man, his own Grimoire attacks build his stun; use the opening instead of trading into every cast. Free the villagers, protect Hawk from the spiders, and defeat the Soldier Spider. For the last ascent, light the starting brazier, cross the broken statue’s hands and shoulders, pass the moving blocks, burn the web, and watch the boulder on the web bridges. The iron gate is timed. If it closes, the trigger must be relit below. The masked man identifies himself as Bug after the escape.
Act 11 is solved by observation before combat
In the Forest of White Dreams, follow Dredrin’s original silhouette. Mimics split away to mislead you; the minimap objective still points toward the correct exit if you lose him. The Tioreh test is safer when solved from dialogue frames and visible differences, not a memorized pose. Approach each candidate and compare the border around her dialogue prompt; the genuine one uses the odd frame. Early rounds often place her near the middle, but attack only the obvious fakes until one remains.
After Diane and the trip to Vanya, gather five Puffy Twinleaves northeast of Dr. Dana. The drawing starts a three-symbol search: one is on the ground by the cart and barrels southeast of the Warp Point, one is on a northeastern house wall near a purple flower, and one is behind another house in that northeastern part of the circle.
Circle Warren’s house for the clue by the southeastern rock pile and the clue near the rear stump. The questioning sequence accepts mistakes, but the direct chain is:
- Challenge the statement about the strange pompadour.
- Challenge the claim that Warren has never done anything wrong, then present the Stolen Goods Bundle.
- Challenge the statement about graffiti on the ground.
- Challenge the wording about the stone and pebble, then present the Pressing Stone.
- Present Howzer’s Torn Note as the object pressed by the stone.
Tail the Orlian at walking speed and use the rocks when it looks back. The Howzer fight ends at a scripted partial-health threshold. Check the two brainwashed villagers, clear the Orlian cave, defeat the transformed priest, and attack the altar until it breaks. Talking to Sarasik after the rescue sets Fort Solgres as the next destination.
Act 12 rewards survival more than damage greed
At Fort Solgres, clear the Barbarians around the ballista, mount it, and keep firing until the Ancient Dragon falls. Leave the weapon immediately and damage the stunned dragon. After that fight, clear the required Barbarian wave. The following Book of Stars sequence is a survival gate: use the straight beam on lanes of enemies and save the area blast for a crowd. The story continues when the sequence has run long enough; it is not an endless score challenge.
After the Book shatters, repel the next Abyss wave and speak to Clotho inside her barrier. The Corrupted Ancient Dragon then begins under a visible time limit. Use the live recommended Combat Class and a clean test attempt rather than an old fixed power target.
- Grounded openings: sidestep the first dark projectiles, attack when it lands, and leave the wide red fire-breath cone before committing to another skill.
- Wall and flight sequence: track red impact markers and cyclones. When black fire covers the floor, chain jump, dash, and glide to reduce ground contact until the effect ends.
- Large interruptible cast: fill the stun if the opening is available. If it is not, time a character Special Skill through the dangerous moment rather than continuing a normal combo.
- Book barrier: when the Book of Stars creates shelter in the middle, abandon damage and enter it immediately. The exact health transition is less useful than the visual cue; staying outside is a failed run.
After the barrier counters the dragon, return to short damage windows and respect each wall flight. Defeating it closes Act 12. On a Version 1.7 client the Main Quest continues through later acts, so a new marker after the Fort Solgres scenes is expected, not missing completion credit.
Sources and credits
Identity, release metadata, current live scope, update timing, and official screenshots were verified through the official Steam listing and the official Steam update history. The game’s current official portal is the Netmarble site. Quest order, puzzle interactions, and boss transitions were cross-checked against the supplied readable act walkthroughs and independent community guide references. Screenshots are unmodified official Steam JPGs from Netmarble F&C and Netmarble.