Solasta II Walkthrough: Early Access Route, Choices, and End Point

Adventurers exploring the blue-lit ruins of Neokos in Solasta II

Solasta II’s current Early Access route ends while the journal still tells you to return the Tome of Stars. That unfinished hand-in is the content boundary, not a secret exit you failed to find. The reliable route is to treat each quest as a state change: finish the Funeral’s objective interaction, let Two Inches From Death open Caer Mar, escort Jebfa before following the Wind People chain, and enter the Heart of Kucheza with a rested party.

Adventurers exploring the blue-lit ruins of Neokos in Solasta II

Spoiler and version boundary: this guide names main-quest objectives, dialogue outcomes, encounters, and the current ending of the playable story. Evidence was frozen on July 20, 2026 for the Windows Early Access release and Tactical Adventures’ public notes through hotfix v0.3.8.100677, dated June 22. The store describes the build as a portion of Act I with a level cap of 4. Newer in-game prompts and official patch notes override any route detail below.

Use six saves to separate progress from a bad roll

Keep one manual save at each of these points: before the Funeral finale, before surrendering in Two Inches From Death, before speaking to Jebfa, before leaving Tamesh Camp, before choosing a side outside the Siklas Temple, and before opening the artifact chest. Quick saves are useful inside fights, but they do not replace a clean file from before a quest flag or dialogue choice.

When a marker appears stuck, read the objective text before reloading. Several steps advance through an interaction rather than a kill: the Funeral pillar, the prison bed after collecting rations, the campfire among the Wind People, Sethina’s book, and the powered floor-plate groups inside the temple. Clearing every creature or container will not substitute for those triggers.

The Funeral is won on the pillar’s turn

Follow Landry’s marker and use the opening route as a systems check. The path teaches special movement across gaps and under obstacles, the blue Gather Party Area, light, Cautious Mode, the first kobold fight, trap detection, and a short rest. Hold Alt on keyboard, or the controller’s highlight command, before leaving each small battlefield; useful bags sit away from the direct path, and the early Thieves’ Tools make the next trap and chest checks much less awkward.

After the short rest, the conversation assigns family roles. Those roles shape which sibling speaks in later scenes, so do not click through as if this were a cosmetic prompt. Finish shopping and looting before climbing to the funeral gathering, then make a manual save before the stairs that start the Deorcas encounter.

The Kivuli Brutes are pressure, not the objective. A defeated Brute explodes, and replacements can keep the fight going. Spread the party so one blast cannot punish all four characters. Send a mobile character around the right side of the central effect while the other three block, Dodge, or remove only the enemies that threaten that runner.

Watch the turn strip. The pillar behind Deorcas receives its own blue turn; when its interaction becomes available, move beside it and push it over. Dash if the runner cannot reach it with normal movement. Spending spell slots to erase every Brute only delays the actual win condition.

The following covenant scene has a hard branch. You may ask what the covenant is before deciding. Accepting it continues the campaign; refusing produces a game over. This is a good place to keep the pre-fight save if you want to see both outcomes without replaying the entire opening.

Choose the branch that opens Caer Mar first

The journal adds The Lost Sister, Ma Hin’s Burden, and Two Inches From Death after the Funeral. They look parallel, and some current references describe them that way, but the readable full route does not carry all three to a finish in this Early Access slice. The low-friction order is:

  1. Two Inches From Death
  2. The Millennial City
  3. Just an Old Book and a Bundle
  4. The Wind People
  5. The Heart of Kucheza

Leave the other two journal branches available rather than treating their incomplete state as a broken save.

Two Inches From Death opens with Wood Fairies and Garden Dryads around the stairs. Do not spend the first round walking the whole party into their reach. Put a ranged attacker on the stairs, let melee enemies use their turns to close the distance, and reduce the bodies that reach your back line. After the encounter, follow the marked route to the armed group and surrender when the conversation offers it. Fighting the progression trigger is not the useful branch.

In the cell, loot the box beside the bed for Food Rations before trying to rest. The long rest is both the escape from the apparent lockup and the level-up checkpoint. Follow the jailmaster after waking. Books sit along the route, but the state-changing interaction is the conversation with Rickard in his room. Use the percentage and faction previews in your own dialogue UI instead of copying somebody else’s exact line labels; wording and available speakers depend on the family you created.

Clear the ducts before you commit to Jebfa

Leaving Rickard starts the Caer Mar section. Follow the objective to Aesoril Silverstar, then enter the ducts through the blue group marker. Pick up the Thieves’ Tools near the entrance even if you already own a set. The crab fight mixes a durable large target with smaller bodies that can tie up fragile characters.

Focus the large crab while it can be isolated, but switch immediately when small crabs surround a caster or ranged attacker. A Sneak Attack or smite is more valuable on the target that will still take another turn than on a crab already one basic hit from death. Loot the corpse pile and the northwestern container, then use the marked exit. The Millennial City advances when you leave the ducts, not when you keep searching them.

Back in the district, speak with local NPCs before following the market commotion. Conversations can reveal factions and improve later checks. The commotion leads to the red-haired Jebfa and Just an Old Book and a Bundle. Make a separate save before talking to her because the scene presents a real tradeoff:

  • An immediate offer to escort her can open a Persuasion-gated reward choice.
  • Declining for the moment, then returning and agreeing later, is reported to favor Ka’Umm relationship gain.

The reward is not automatically better than reputation for every party, and dialogue availability depends on your speakers. The non-negotiable progression step is eventually agreeing to the escort.

Reach Tamesh Camp with a fight still in reserve

The world map spends movement across hexes and may inject events between destinations. Travel in the regular phase while you have movement and rations. A Forced March can add exhaustion, lowering the party’s reliability when the escort ambush begins. Rest before the route turns red rather than arriving with an empty spell list.

When the pursuers catch up, switch to Cautious Mode before walking into their line. A ruined high position can narrow the approach, but its real value is the chokepoint, not a guaranteed universal height bonus. Put two durable characters at the climb, keep the other two behind them, and remove enemy ranged attackers before grinding through the melee group. Area effects become efficient only after the pursuers stack at the approach.

The road also passes a fort where the Combers are introduced. Loot and trade there if needed, then continue to the marked Tamesh Camp. Enter the valley and approach the gathering to complete the escort. Use the campfire for a long rest before advancing the camp conversations. An earlier build could lose the following Sethina trigger if the player left before resting; Update 0.5 reported that blocker fixed, but the rest remains the cleanest checkpoint and restores the resources needed for the return journey.

The Wind People chain turns back toward Caer Mar

Meet the tribespeople at the central fire, explore the merchant and nearby container, and speak to Sethina before resting among the clan. After the night, talk to Tangri. Return to Sethina’s original area, inspect the shrine for its available benefit, and examine the book near where she stood. The book, not another sweep of the tents, creates the objective to find her in Caer Mar.

Leave by the map-marked exit. The return travel can trigger an attack on the fort. Do not let the opening formation hide the threat behind your party: check the rear for the hunter, then use ranged characters to contest enemies on the bridge while the border guards hold ground level. After victory, loot, speak to the guard contact, and continue to Caer Mar.

Ask Rickard about Sethina’s location, then follow the city marker to Bay’s Watch. She is downstairs in the tavern. That conversation closes The Wind People and supplies the lead to the Heart of Kucheza. If she is absent on a current client, check that you inspected the camp book, completed the fort scene, and spoke to Rickard after returning; wandering between map hexes will not repair a missed conversation flag.

At Siklas Temple, choose allies before spending spells

Leave Caer Mar, use the Sentinel as a rest point if needed, and approach the Siklas Temple with full spell slots. A travel ambush can put the party in an unfavorable formation. Establish one front instead of chasing targets in two directions. A Phantom or other ranged threat on the flank deserves early attention; let melee enemies spend actions coming to the group.

Outside the entrance, the Ettin and skeletons create an alliance decision. Either side is a story choice, but siding with the skeletons is the easier combat branch in the readable route: they occupy the Ettin while your party attacks from safer positions. Sand Lions can enter behind you, so turn the back line when they appear rather than tunneling on the largest health bar. After the fight, use the dialogue option with the best displayed success chance for your current speakers. No universal class label can replace that percentage preview.

Treat the constellation rooms as four-body circuits

Inside the temple, pass the central conversation, take the left-hand climb, and inspect the corpse near the sealed stone door. Search the side rooms for the Kucheza Keystone, then insert it in its matching slot to energize the route. The first available Star Crystal powers another station; the missing crystal is in a nearby Jute Bag to the right of the unpowered area.

The floor puzzle is not a single-character pressure plate. It asks the full party to complete the visible constellation across the powered stations. Use this method instead of copying a camera-relative string:

  1. Insert every crystal and confirm mana visibly reaches each station.
  2. Identify the first, middle, and far station from the sealed door, not from the camera angle.
  3. Split the party and place one character on each plate indicated by the lit constellation.
  4. If the door does not react, move all four characters completely off the plates, wait for the state to clear, and occupy them again one at a time.

The saved prose references agree on the powered-station sequence and four-character reset but do not expose an unambiguous image-independent coordinate pattern. That is why this guide does not invent a fixed left-right code that could reverse when the camera turns.

Beyond the door, watch the floor for magical traps, pass through the debris on the right, and save before opening the mysterious artifact chest. The interaction starts the hardest ordinary fight in the current route. Remove the Wraith caster first; leaving it active while clearing disposable skeletons stretches the encounter and costs more healing. Then clean up the remaining enemies and return to the power stations.

Slot the second artifact and complete the second constellation with the same rule: all power sources active, four bodies on the lit pattern, full reset if the trigger fails. The opened secret cache contains the Tome of Stars.

The Tome of Stars is the current end point

The journal asks you to bring the tome back to Tangri, but the July 20 Early Access build does not provide that return. Leaving the temple instead starts a final pressure encounter. Continue taking legal turns, protect downed characters, and survive the waves until the transition runs. This is not a normal clear-every-enemy objective.

If the encounter appears inert, update the game before reloading an old checkpoint. Update 0.5 fixed an inactive second wave in this finale, along with a dark-zone fault in the Siklas Temple and several missing quest markers. The later v0.3.8.100677 hotfix also repaired a Funeral reload issue involving Deorcas. On the current public build, reaching the cutscene with the Tome still unreturned means you have reached the available story boundary.

When progress stops, test state before route

  • The Funeral fight keeps spawning Brutes: wait for the pillar’s blue turn and interact with it; kills are not the objective.
  • The prison bed will not advance: take the Food Rations from the box beside it, then start the long rest.
  • Jebfa does not leave: return to her dialogue and choose the escort commitment, not only the reward questions.
  • Sethina is missing from Bay’s Watch: verify the camp rest, Sethina-area book, fort battle, and Rickard conversation in that order.
  • The temple door stays shut: confirm both crystals are inserted, clear every plate, and rebuild the lit four-character pattern.
  • Return the Tome of Stars remains active: stop searching for Tangri; this is the present Early Access content wall.

Sources & credits

Game identity, AppID 2975950, Tactical Adventures as developer, the March 12, 2026 Early Access release, the portion-of-Act-I boundary, the level-4 cap, official screenshots, and patch timing were checked against the official Solasta II Steam page, Tactical Adventures’ official Steam announcements, and the official Solasta site. Quest order, choices, and recovery points were reconciled across readable community guides and verified walkthrough references. The image is an unmodified official Steam JPG.