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on April 19, 2017.Last updated by
on August 9, 2020.It is located near (170,340). To get there, simply follow the main road.
The action mission you have accepted will be your focus now.
A walkthrough for A Fistful of Zombies is available here.
Jack Boone's mission will already have lead you to this place.
Accept the mission.
A walkthrough for the Horror Show is available here.
Deputy Andy can be found on the roof of the Sheriff's Office. A walkthrough for his mission is available [INSERT LINK].
Norma Creed can be found in the southern outskirts of Kingsmouth Town.
Accept the action mission.
A walkthrough for They Never Stop Coming is available here.
Return to Norma Creed at her bonfire.
The Lady Margaret is accessible at the end of the largest pier in the Kingsmouth bay area.
When you step onto the Lady Margaret, the Captain will ambush you. Defeat the Captain to proceed. The Captain acts like any other wet zombie in the area.
Once the zombified Captain has been defeated, it will drop a book. Interact with it to proceed. The book is only there for a limited amount of time. If you wait too long, you may need to kill the Captain again.
Return to the Sheriff's Office. Dr Bannerman is in the same room as Helen Bannerman. Aim your reticle at him and press F to bring up his dialogue option. Click on the Lady Margaret option to ask him about that topic.
Use the dialogue option again.
North-west of the Lady Margaret, down by the harbour, you will find the clinic. Enter the building.
Interact with Dr Bannerman's computer in his office.
You will need a password to access the files on his computer. You can input the /hint command to get a hint.
On the floor, there is a Broken framed photo. There is a piece of text on it that says: "Night Helen and I met, under fireworks set to The Four Seasons." A quick Google search might solve this riddle.
The password is Vivaldi, which is Dr Bannerman's favourite composer.
Access the files about the Lady Margaret incident.
Derrick Creed can be found feasting upon the inanimate corpe of his own brother, at around (390,420).
Exit the backyard area and go to the first house on the left, at the corner. Approach the door.
It is unlikely that you have reached level 12 at this point, but if you have, you will be skipping to the next objective.
Reach level 12 by doing other missions in Kingsmouth. There are dozens of side missions scattered all over the map, as well as multiple NPCs handing out missions. You can consult our list of Kingsmouth missions.
Return to the sewer entrance at Joe Slater's house. There is a map marker pointing to the location if you don't remember.
Make your way deeper into the sewer. There is really only one way to go.
At the end of a tunnel, you will see a big blue mist. Approach it, but do not run all the way into it. The Warmonger inside the mist will start sending Draug minions at you. Finish off each wave until the Warmonger decides to come out of the mist to finish you on its own.
Defeat the "Draug Brute" warmonger. Watch out for its large Area-of-Effect attacks.
Proceed deeper into the sewer. There is another miniboss up ahead: The Broodsource.
During combat, the Broodsource will run over to random incubator pods and force them to hatch.
The Siren Song is an item in your inventory. Use it to activate it. Follow the hallucinatory notes.
The destination is the tunnel near the Morninglight camp in the northwestern corner of Kingsmouth.
Approach the door in the tunnel and enter the corridor.
Once inside, you want to keep heading straight ahead, if in doubt you can always use the Siren song again to show you the way.
There are several traps in this mysterious lair, so stay vigilant. The first one is a wall of lasers, do not touch the lasers as they will trigger explosions capable of killing you. Fortunately, half of the grid is defective and will switch on and off every few seconds.
Next, there will be lasers which must be jumped over.
Eventually you will reach an open door, head inside.
They will be on the of crates, next to his laptop.
If you haven't already reached level 14, you will need to do other missions in Kingsmouth to advance your character. Press (M) to the map view and look for missions. Only missions within your level range will be visible on the map.
Sounds like a visit to the airport might be worthwhile, on your way there you might see a rather familiar poster. You want to head inside the hangar near (695,815), look for the table with a computer, a notebook and a map on it.
Examine the map of the Savage Coast.
To get to the Savage Coast, you must travel through the tunnel south of Jack Boone and the Agartha entrance.
Follow the road until you come upon a house on the right side of the road. Approach the house.
The basement entrance is located on the left side of the house. This is a solo instance which means you cannot bring friends. Prepare for a boss fight inside.
In the basement you will be presented with a locked door.
If you are having trouble solving this puzzle, you will find a hint and the solution below.
First, read the ritual book which is on the table to the left of the door. It will say "Seek enlightenment. The man who seeks enlightenment must do the following: Find balance. Face death. Burn the past. And climb the pyramid. There, at the apex, his eyes will be opened."
This is a hint which tells you how to open the door. In the basement there will be eight symbols, one for each slot on the sides of the door, the book tells you which ones you must use, and in which order.
1) Find balance: The Yin and Yang Symbol
2) Face death: The Skull Symbol
3) Burn the past: The Phoenix Symbol
4) And climb the pyramid: The Pyramid Symbol
5) His eyes will be opened: The Eye Symbol
Once the door is open you will trigger a cutscene, which will be followed by a fight, so be prepared.
You will now have to fight the Guardian, you do, however, not have to kill it, but only bring it down to around 75 % of its maximum health before another cutscene triggers.
Watch out for its dash attack.
Occasionally the Guardian will throw filth bombs at random locations on the floor. Take care and avoid those areas.
Leave the basement and head towards the Kindergarden. He will be at (455,675), across the road from the Council of Venice outpost.
Accept this mission for John.
A walkthrough for The League of Monster Slayers can be found here.
Once more, John needs your help with something.
A walkthrough for Taking the Purple can be found here.
After completing the mission Taking the Purple for John Wolf, you should be in the immediate vicinity of the object you need to locate. There is a backpack at the nearby ticket booth. Interact with the backpack.
Go to the woods south of the Kindergarten (and John Wolf). The area is highlighted on the map.
You will be ambushed by a Phoenician agent. Beware of her cone attack.
Once you have defeated the Phoenician scout, she will drop a relic piece on the ground. Pick it up.
Head eastwards toward the Atlantic Island Park.
Interact with the graffiti on the barn wall.
Go to Lover's Lake in the southernmost part of the park. Cross the bridge to get to the centre island.
You can find the relic on the north-eastern pillar. Pick it up.
The book is located right next to the relic.
Go to the Lighthouse in the south-eastern corner of the Savage Coast. At the top floor, you will find Sam Krieg.
It seems the relic has been thrown in the trash bin.
To do this, simply open your inventory and click on one of the three relics. You will then start to combine them.
The Innsmouth Academy is located to the west of the Atlantic Island Park and south-west of the Kindergarden (and John Wolf). Make your way there and head inside the academy.
Once inside, pass the stairs on the left and enter the first room. In the next room, you will find the survivors Annabel Usher, Carter and Hayden Montag.
Annabel Usher needs your assistance. Accept her mission.
A walkthrough for The Rec Center Cannot Hold is available here.
Return to Annabel Usher, Hayden Montag and Carter.
Leave the main building and go to the building in the southwestern parts of the academy grounds. Enemies inside will be level 22!
Examine "The Order of Great Works" on the floor next to the corpse ahead.
Guess you'll just have to look around.
The Illuminati have a tendency of building subterranean corridors and vaults. Search low.
Go to the end of the left corridor and enter the room there. Interact with the loose floorboards to unveil the hidden vault.
Your progress will be blocked by a locked door. You will need to figure out how to unlock it.
Look around. Search the rest of the building. If you are stuck, some hints and the solution are provided below.
In the various other rooms in this building there are keystones that you need to pick up.
Once you have acquired the necessary keystones, return to the locked vault door. Now you will need to insert them into their slots in the right order. Perhaps consulting the book you found near the entrance would prove useful here.
After locating and acquiring the required keystones, you will need to return to the vault door and insert the following relics into their respective slots in the precise order as shown below.
Proceed through the door and then straight forward until you come upon Beaumont. Approaching him will trigger a cutscene.
Keep in mind that the caretakers are not hostile unless attacked or unless you touch a book near them. Head to the right side of the room and go through the doorway into the next room. Head to the right side of this room and interact with the book on the pedestal there. It will be the only book without caretakers nearby protecting it.
Face away from the pedestal with the book on it and run in that direction. Proceed through the corridor and up the stairs. You will have to fight The Archivist. Be sure to avoid its rather large AoE ground attack.
After killing The Archivist, simply continue heading through the corridor until you come to a dead end. Take notice of the four glyphs on the floor. Some kind of activation mechanism may unlock a door through which you will be able to proceed.
Unfortunately we cannot provide a solution for this part as the activiation sequence is completely randomised. This is a puzzle of trial and error. Pay attention to which glyphs are connected when stepping on them. You will need to make all the glyphs glow blue.
Head through the hidden bookshelf doorway that you have just unlocked. Proceed down into the sewers. You will find a ladder up ahead on the right side. Once on the surface, start making your way to the tunnel leading to the Blue Mountain. This tunnel is in the northwestern corner of the map.
Your trip to Blue Mountain has been cancelled! Approach the bait shop. You will see a Draug Warmonger on the opposite site of the road, sending waves of zombies to attack the shop.
Kill the Askr Warmonger. It is just a regular warmonger with the usual big AoE ground attack.
Enter the building.
Ami and Red are in dire need of your assistance. Accept their mission and help them out.
A walkthrough for Ami Legend is available here.
Enter the shop to trigger a new cinematic.
Warning! It is highly recommended that you reach Level 23 before entering the Blue Mountain. When you enter Blue Mountain, you will be told to reach character level 25 before you can proceed with the story. However, if you enter Blue Mountain too early, you will struggle to find enough missions to level up to Level 25. This is why you should spend more time in the Savage Coast until you have reach at least level 23 or even level 24, before entering Blue Mountain.
As mentioned above, you will need to reach level 25 to proceed with the story, as stronger enemies lurk ahead. Go back to the Savage Coast (possibly even Kingsmouth) and finish up any missions you haven't done yet.
Follow the map marker to the old house in the southeastern part of the map.
Accept her sabotage mission.
A walkthrough for The Ghosts and the Darkness is available here.
You have probably seen the elevator multiple times while doing the sabotage mission for Eleanor Franklin. The elevator is located in the immediate vicinity of where that mission ends. From the mine entrance, it is in the room to the right.
Head back to the living room in the old mansion and approach Eleanor Franklin. This will trigger another cutscene.
If you are stuck, a hint and the solution can be found below.
Look for a hidden room.
In the hallway between the dining room and the living room, there is a large painting on the wall. Interact with the text on that painting to unveil Ed's hidden room.
Interact with the strongbox on the table to read the note inside.
Examine the strange drawing.
It's on the floor, directly below the notes on the wall you just examined. Hard to miss.
You will find the Sasquatch Chief standing next to the spirit tree in the small valley southwest of Eleanor's mansion.
The Sasquatch Chief needs your help. Complete his mission to gain their trust.
A walkthrough for War of the Totems is available here.
On the left side of the spirit tree there is a well-hidden stump. It can be quite hard to see. Interact with the stump.
Follow on the on-screen instructions. Open your assembly window by pressing (Y), then click on the Fusion tab. Next, right click the item you want to install the glyph into, then right click the glyph to add it to the assembly window. Finally, click the Fuse button.
Complete other action, sabotage, investigation and side missions in Blue Mountain or any of the previous zones to advance your character to level 27.
Return to the elevator inside the mine.
Use the elevator controls to ride the elevator down to the deep shaft. You are now entering an area of intense darkness. It is very hard to see anything down there.
Proceed forward and enter the first mine corridor on the right side, then proceed forward until you get to a hole in the ground leading to the level below. Jump through the hole. Down there you will find a Miner's Helmet with a helmet lamp.
However, at some point the Miner's Helmet will run out of battery and stop working. Further up ahead you will find a flare gun next to a dead body. The flare gun will temporarily stun any enemies down as well as provide some light.
There will be a Fiend of Corruption guarding the Gaia seals. You must defeat it. It shouldn't be too hard, the Fiend acts like most other Filth hounds.
Once the Fiend of Corruption has been defeated, interact with the Gaia seals to clear the path ahead.
Proceed through unveiled tunnel and approach Beaumont. Beaumont is angry and he's gonna tell you all about it, then expell you from the deep shaft. It becomes clear that you are not yet ready to face him.
You wake up outside, on the mountain above the mine entrance.
You must unite the tribe if you are going to have any chance at defeating Beaumont. To that end, you should seek out Old Joseph in the trailer park located in the western parts of the Blue Mountain.
Getting close to the boss fight that's been a long time coming now! However, you must gather some more strength first. Complete more missions or dungeons to level up your character.
Return to Old Joseph. He will tell you what you have to do next.
Head back to Kingsmouth Town. The wards are located in the area between the skate park and Edgar's Scrapyard. Interact with the center stone to initiate the ritual.
Once you have activated the altar, some friendly undead creatures will spawn to assist you. There will be waves of draug coming in from the north and southwest.
After a few waves of Draug, a huge Draug called the Draug Assault Commander will take matters into its own hands. Defeat it to complete the activation of the wards.
The wards in Savage Coast are located to the west of the Academy, on the other side of the river. Once again, interact with the altar in the centre.
The same thing will happen here, except it will be familiars and ak'abs instead of Draug. Defend the ward stones from the incoming waves of enemies. After a few waves, a boss enemy called Beast of Corruption will spawn. Defeat it in order to move on.
The ward stones in the Blue Mountain are located north of the quarry and southwest of the Orochi camp. Touch the centre stone begin the activation process once more.
This time you will get to fight wendigos. Another Filth guardian boss will spawn after a few waves. Finish it off to advance.
The Wabanaki holy site is on top of the mountain just north of the quarry. Enter the cave beneath the Sobhoban Stone.
Proceed further into the cave. Once you approach the people inside, a cutscene will trigger.
After drinking the mysterious water, you will receive a rather curious buff named “Fully Loaded” - you are ready to fight Beaumont!
You should now the way down there by now. Enter the blue ridge mine, then go through the first corridor on the right side into the next room. Use the elevator in that room to enter the deep shaft.
Mysteriously enough, the entrance to the cavern Beaumont is in will be easier to find this time around.
You will not have to worry about healing and taking too much damage in this fight, as the Gaia engine below will heal you throughout the whole fight. However, Beaumont does have a few tricks up his sleeve that you should pay attention to.
Beaumont will occasionally spawn three clones of himself. The clones will start spawning powerful AoE ground attacks at their feet. The area affected will get bigger every time. You need to kill the clones before their attacks grow too large and fill the entire arena, at which point you will die.
A while later, Beaumont will spawn Hounds of Corruption. The first ones should be killed swiftly as you end up taking quite a lot of damage if you don't kill them.
This ability is easy to identify as it spawns a huge beam of light. Beaumont will heal himself with this ability. You should definitely interrupt this process by stunning or hindering him.
Toward the end of the fight, Beaumont will spawn two more Hounds of Corruption. However, at this point you should ignore the hounds and focus on finishing off Beaumont. They do not protect him and they will disappear when he is defeated.
Once Beaumont has been defeated, a cinematic will trigger. Just as you're about to grab the sword Beaumont had, a portal opens up behind you and sucks you in.
You have arrived at a strange and unfamiliar place. There are several notes scattered around nearby. They are voiced in Norwegian, but there is English text. Lots of interesting stuff.
Once you want to get out of here, proceed forward towards the large door-like structure. A mysterious voice will speak to you.
In the next room there are several memories to be discovered. The mysterious voice will tell you about these. You don't have to inspect them, but you should.
Head to the crack in the mountain wall and you should see another strange wall. It's a Gaia engine! Walk through the Gaia engine to the other side.
Follow the path ahead to the dead end.
Either accept the gift by clicking on it, or reject it by leaping off the edge of the cliff like the woman before you did. Beware that the choice you make here will have consequences later on in the story. Take a moment to think about who you want to side with and who you want our character to be.
You will awaken in more familiar surroundings. Congratulations, you have completed the first chapter of the story!