This walkthrough stops after Chapter VI on purpose. The supplied chapter guides give a readable route from the Prelude to the Ruins and the amphitheater, while the official achievement list confirms that Chapters VII-IX still follow. There is not enough room-by-room evidence here to invent those later routes.

Version boundary: research was frozen July 20, 2026, after the official June 10 Patch 1.50. The terrain and progression checkpoints below come from readable chapter references published at launch. Patch 1.50 later moved many Paper pickups, changed the way one unspecified Trinket is acquired, added pickup glows, and rebalanced every boss. Use the live item tracker and current combat prompts whenever an old pickup marker or timing cue disagrees.
Start by separating route landmarks from moved loot
Each of these six chapters has a short chain of physical gates: a cart, crawlspace, lift, rooftop, blocked arch, or landmark visible in the distance. Those gates are more reliable than a launch-week claim that a Paper or Trinket sits on one exact table. Patch 1.50 also makes Food, Paper, Sword Parts, Trinkets, and Treasures glow, so turn the camera back across a cleared room before crossing a one-way drop.
On a save created under version 1.50 or later, the revised Load menu includes chapter selection and item tracking. Older saves do not gain that new tracker. The patch also makes a collectible trigger an autosave, but give the save indicator time to finish before leaving a chapter. That matters if you are exploring a side room and then returning to the main route.
Prelude: climb above the blocked street
After the combat tutorial, cross the fallen timber and broken bridge, then follow the red smoke until the raided settlement comes into view. The first wall leads to a lone raider near the blacksmith. Clear him, pass through the adjacent building, and keep Food in reserve rather than healing at the first small loss of health.
The first route gate is a movable cart inside the burning quarter. Push it against the wall, use the planks above it, and drop toward the church. Search the church with the current pickup glow enabled, then leave through the outer gate. A second burning building returns you to the climbing route toward the castle.
When you reach doors marked with an X, do not keep trying them. Continue around to the troubadour’s house, enter the lower opening, and pull the crate into a climbable position. The roof path deposits Aeta above the market. Defeat the two raiders below, take the uphill street past the cart blocking the direct road, and enter the castle yard. The battle there ends with the cutscene involving Bianca’s brooch and completes Chapter I.
Mountains: use the tower and church as two separate loops
Chapter II puts the destination keep in view early, but the direct line is not the route. Descend on the right side of the trail near the water, cross the rocky paths and caves, and loot the abandoned dwelling before climbing back toward the ruined tower. The tower’s lower entrance does not provide the ascent; the useful approach comes through a cave behind it.
Inside the upper tower, the launch route identifies an Impera Pommel on a table. Sword Part effects were redesigned in Patch 1.50, so compare its live values rather than relying on an old stance-specific description. Leave the tower uphill, work through the next cave camp, and continue until the church appears beside the gap-filled trail.
The church is a loop, not a dead end. Check the main room and upper corridor, then move the wine rack at the far end to reveal the lower passage. The older route places an Impera Grip on a fallen pillar in that hidden section. Return through the cave into the church library, sweep for current-version glows, and exit toward the keep. Crouch through the stable approach, inspect the dead horse, and use the left-hand door to trigger the chapter-ending scene.
Forest: solve the mill before carrying a crate upstream
Follow the bridge and waterfall into the ruins at the start of Chapter III. The launch guide marks a side climb near the mushroom-covered tree, but the dependable progression path is the opening beyond the ruins and the raider camp beside running water.
At the watermill, the box cannot reach the broken stairs until the wheel is freed. Circle behind the mechanism, shove the blocking timber away from the wheel, then move the crate under the damaged scaffolding. Climb out through the new height advantage.
The next house is solved with the stream. Enter the shack on the left, push its crate into the current, follow it downstream, and drag it from the bank to the scalable wall of the house. The launch route places the Impera Guard Sword Part inside. Patch 1.50 raised several named Impera values, so inspect the current Guard and Health damage figures before equipping it.
The tower uses two lift states. First, climb from the crates at its base and lower the winch platform. Return to ground level, place a crate on the lift, raise it, and push the elevated crate beneath the broken steps. At the second lift, jump across while it gives access to the far ledge. The sequence after that is combat-heavy: clear the connected camps, resupply in the tents, and pass the last low opening to start the Brigand Leader encounter.
Do not race the leader’s axe. His overhead attack and the end of his longer strings create the useful pauses. Defend or step outside the sequence, strike Guard during recovery, and stop attacking before the next wind-up. Patch 1.50 rebalanced bosses and made Perfect Attacks damage both Guard and Health, so use the current visual and sound confirmation instead of launch timing. Breaking his Guard opens the real damage window. Winning unlocks Fortitudo before the final scene.
Villa: the mausoleum loop points to the aqueduct
Chapter IV begins outside a ruined villa. Use the statues, mausoleum, and cemetery as anchors. The first pass circles back toward a cart; that return is the cue to look near the steps by the mausoleum for a wall Aeta can vault. It leads behind the blocked arch and into the next group of monks.
Climb from that fight, use the blue-covered ledge on the left, and cross the wooden bridge. The path descends past an altar and another building before bending uphill toward three Flagellanti. This is a resource check: spend Paper upgrades before the fight, refill Food, and keep enough Guard to survive a missed timing input.
After the overlook, pass through the narrow channel and take the climb behind you to reach the guard-tower path. The aqueduct ahead contains the chapter’s main traversal gate. Push the wheeled cage left until it becomes a bridge between broken surfaces. Climb the exposed wall in the nearby structure, cross the slabs and the relocated cage, then crouch out of the charnel house.
The remaining route is direct. Clear the enemies outside, follow smoke to the villa entrance, and win the extended foyer battle. Bianca’s voice is a better guide than searching every closed ground-floor door: take the gate on the right, climb the stairs, cross the balcony, and enter the open upper doorway for the ending scene.
Town: keep the church tower in view
At the Chapter V gate, turn right and crouch through the opening. The first optional house is blocked by a crate; moving it gives access to an upper room and balcony. Back on the main street, pass the barricade through the house on the right, drop from its balcony, and push the street cart away from the next climb.
The scaffold winch drops stone onto the obstruction and opens the vault forward. Beyond it, a survivor behind a wall explains that prisoners were taken to the church. The crate beside that wall creates the next climb. On the upper route, use the church tower to hold your direction while the alleys fold back on themselves.
A terrace fight and a second battle in the damaged lower town lead to a large house. A launch guide marks the Chess Queen Trinket on a chess table after a balcony climb here. Because Patch 1.50 changed one Trinket’s acquisition method without naming it in the changelog, treat the current item tracker and interaction icon as authoritative if the table is empty.
Cross the wooden roof into the neighboring house, leave by the far side, and look under the exterior stairs for the church entrance. The door left of the altar starts the last combat group. Its cutscene redirects Aeta toward the amphitheater and closes Chapter V.
Ruins: save healing for the forum and Nessuno
The official achievement calls Chapter VI Ruins; the supplied route labels its final destination the Amphitheater. From the opening mausoleums, move through the foliage to the torch-lit branch and take the passage descending underground. Follow its lights until the route rises again. Paper locations in this tunnel were documented before the 1.50 rebalance, so sweep for glows instead of following an old count.
After the fallen pillar, the town forum delivers several enemy waves around the headless statue. Do not spend all Food on the first arrivals. Hold an edge of the arena, watch the off-screen warning added in Patch 1.50, and change targets deliberately rather than allowing the camera to drag Aeta into the center.
When the forum stays quiet, cross the fallen columns on the right and enter the dark opening. A distant lantern identifies the correct inner door. Climb the stairs, complete the short platforming section, and keep the amphitheater in sight as you traverse the rocky ledges. The last fight outside triggers the arena sequence.
Nessuno alternates a short opening strike with heavier follow-ups and can also begin with the heavier pair. A block keeps the sequence readable, while a correctly timed parry preserves more Guard and creates pressure. Punish only after the heavy finish. When fire closes the arena perimeter, shorten your movement and avoid backing into the edge. Current Patch 1.50 boss balance overrides launch damage and timing estimates. Victory unlocks Celeritas and ends the evidence-supported route.
Use the video as a map, not a current timing sheet
The player below was independently verified through YouTube oEmbed as 1348 EX VOTO Gameplay Walkthrough Full Game (No Commentary) by Gameplay Only. It was published around launch, before Patch 1.50. It can help identify a landmark or door, but its Paper locations, menus, target switching, Perfect Attack windows, and boss balance may not match the current client.
Where this walkthrough hands the game back to you
The next official story achievement is Chapter VII: Countryside, followed by Chapter VIII: Siege and Chapter IX: Castle. Their existence is verified, but detailed solutions were not available in the supplied readable chapter set. Reaching Countryside after the Celeritas unlock means the game is progressing normally; it does not mean a missing Ruins exit was skipped.
For later chapters, use the current objective, the 1.50 item tracker on a compatible save, and the launch video only as a visual cross-check. That boundary is safer than stretching six readable chapters into a false nine-chapter walkthrough.
Sources & credits
The official 1348 Ex Voto Steam page confirms AppID 1895900, Sedleo, Dear Villagers, the March 12, 2026 release, game systems, and approved screenshots. The developer’s official Steam announcements establish the June 10 Patch 1.50 boundary. Chapter checkpoints were reconciled among the supplied readable community guides and verified walkthrough references. The hero is an untouched 1920×1080 Steam JPG.