Hell is Us Collectible Walkthrough - Act 1

Sep 02 2025

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Act 1 covers the first portion of the game, up until you enter the Lymbic Forge and place the first Keystone. This section includes the majority of the missable interactions, as they need to be comple

Act 1 covers the first portion of the game, up until you enter the Lymbic Forge and place the first Keystone. This section includes the majority of the missable interactions, as they need to be completed before the end of Act 1.

Act 1

Senedra Forest

Investigation #1 – Family Reunion

Research Item: Gold Medallion – Follow the path a short distance until you are level with the river on the right, then turn around and walk up the river to the waterfall where you can pick up this Research Item from the statue.

NPC #1: Ernest Caddel – Follow the path to the end and enter the basement of the house to speak with the man inside. Go through dialogue options (always go through the dialogue on the left side of the screen when available). Ask about the APC to receive Key – Caddel Farm. Use it to open the gate behind the house to continue.

Research Item: Scorched Bell – Go through the gate and stick to the left until you encounter some stone ruins. Inside a doorway on the left you can find a chest that contains this item.

NPC #2: OMSIF 0451 (Wounded Soldier) – Follow the bells until you encounter the wounded soldier sitting near the APC. Ask about the APC to have him tell you about the camp and he asks you to bring him the medkit.

Mystery #1: Caddel Family Treasure – Beside the soldier go left of the path up the hill and stick to the left side (don’t drop down the cliff). On the left you can find a cairn with a yellow item, giving Note: Caddell Treasure Hunt #1, starting this mystery.

Go up the hill toward the camp and keep sticking to the left side of the path. On the left just past the marked tree where you can see the blue stones up on the right is a small path with another stone cairn, giving Note: Caddell Treasure Hunt #2 related to Mystery 1: Caddel Family Treasure.

Key Item: Key – Rusted – Keep following the path up the hill toward the camp. When you reach the camp look for the work light and then face the direction it is pointing where there is a small path up the hill. At the top you can find a red cairn where you obtain this key, required for Mystery 1: Caddel Family Treasure.

Research Item: Vial of Strange Substance – When you reach the camp interact with the three spots to receive OMSIF Medkit, Vial of Strange Substance, and OMSIF Report – Field Research.

Defensive Gear: Bracelet of Ecstasy – Wanton Destruction – From the camp take the path (not off the cliff) sticking to the left until you reach the blue stone cairn. Interact with the chest in front and use the Key – Rusted to receive Note – Caddel Treasure #3 and the Bracelet of Ecstasy – Wanton Destruction. This completes Mystery 1: Caddel Family Treasure. Awards the trophy/achievement  Amateur Detective for completing your first mystery.

Follow the path back to the soldier and trade him the OMSIF Medkit to receive Ancient Mechanism. You can speak to the soldier now and he has optional topics if you want extra information.

Climb the two ladders and then interact with the pedestal and place the Ancient Mechanism. This causes three pillars to appear out of the ground. Spin them so they display left to right: flames, eye, pickaxe to open the door by the soldier.

Follow the path underground to where you reach the save point, then continue into the next room to trigger a cutscene, after which you will receive a tutorial on combat. You’ll receive the Lymbic Sword, along with the Drone and Drone Module #1 – Distract.

You can go in the side room and pick up 5x Basic Medkit – Small, along with reading the text on the walls for clues on how to open the door to progress. Back at the large door, the correct order to open it from top to bottom is: tower, serpent, fire.

Defensive Gear: Bracelet of Terror – Intimidating Bulwark – Continue into the jail area and up the two ladders to the third level. Go clockwise and on the long side of the room you can find this pickup in the second last cell on the left.

Weapon: Lymbic Twin Axes – Continue on the path until you face the pair of enemies and receive the Drone Distraction tutorial. In the next hallway you can pick up these off a body. Continue past the next enemy and note the door on the left with two circular spots on either side.

Mystery #2: Secrets of the Ram – Continue into room with the next tutorial, and on the left at the yellow point you can pick up Key Item: Ram Head Medallion – Viridian, starting Mystery #2: Secrets of the Ram. This is one of the two items used to open the door you passed earlier.

Continue past the next enemy and use the lever to open the door, then interact with the body to receive 1 x Drone Bypass Module, the note OMSIF Deployment Order – Senedra, and the Key – APC. There is also another note on the left you can interact with.

Good Deed #1: The Golden Watch – Continue through the trench area and on the left you can find an interact point that gives Letter – Sabinian Front and a Gold Watch, starting this good deed. You can explore around the trench area for consumable items.

Key Item: Ram Head Medallion – Viridian – Past the enemy where you receive the tutorial on Haze enemies, you can pick up the other medallion from the body, along with the note OMSIF Report – Ram’s Head. This is the second medallion required to open the door you passed earlier.

Glyph #1: Recoil – Backtrack into the tunnel through the trenches to the door you passed earlier. Place the medallions so the ram heads face each other to open the door. Be careful as an enemy will jump at your immediately when you open it. Enter the room where you can interact with the cabinet to obtain the glyph, along with the note Journal – Queen’s Decree, completing Mystery #2: Secrets of the Ram.

Glyph #2: Animosity – Go back outside to the trench area and follow the path leading left past the stone structure. Just past the large group of enemies you will receive a message about defeating a Time Loop Guardian after defeating the 4-legged enemy (these will come up later). Continue on until you reach the location The Tower. Underneath the stairs is a small corridor where you can pick up this glyph.

Good Deed #1: The Golden Watch – Go back to the house where Ernest Caddel was located and trade him the Gold Watch, completing this good deed. You will earn the trophy/achievement  Good Samaritan for completing your first good deed, though you don’t receive any reward for doing it yet. You can also ask him about The Tower, but you can’t do anything related to it yet.

To progress go back to the APC and use Key – APC on the back door to enter, awarding the trophy/achievement  It’s Mine Now. Interact with the navigation computer and select Acasa Marshes to move to the next area.

Acasa Marshes

Research Item: Box of Bronze Acorns – Go forward into the area where there is a man on the right under the bucket of an excavator. Turn around from the man so you are looking left of the excavator and there is an interact point where you can obtain the Box of Bronze Acorns.

Drone Module #2 – Forward Charge – Continue forward toward the village and you can find this on a body just before a new type of enemy.

NPC #3: Captain Vaas – Follow the path into the village and speak with the man standing on the platform. Make sure to ask him all Investigation dialogue options.

Research Item: Ancient Censer – Opposite the man playing the violin you can pick this up between the tent and truck.

NPC #4: Abbot Jaffer – From where Vaas is located go down the first road on the right around the building and you can speak with the man tied to the poles. After this you can go back and speak with Vaas about Abbot Jaffer and the abbey.

NPC #5: Rebecca – From where Vaas is located go left up the ladder and around the left side of the building to enter it. Go to the top floor using the ladder and speak to the girl sitting on the ground. After speaking with Rebecca you can go back and speak with Abbot Jaffer and tell her she’s alright.

Mystery #3: The Captain’s Office – From the building Rebecca is located in go to the one southwest with the white graffiti on the front. Go up the ramp and into the upper floor to get inside, and down to the first floor and interact with the fridge to obtain Bottle of Mead – Nearly Empty and start this mystery.

Good Deed #2: Performance of a Lifetime – Go behind the house from above and up the hill to the right. In the fenced area on the left you can see a piano where you can pick up Sheet Music – Our Pride, starting this good deed. Trade this to the man playing the violin near the entrance to the town. There is a second sheet music required to complete this good deed that is found later.

Good Deed #3: Asunder – From the town entrance near Vaas go down the road to the right and then turn left at the white ON truck to walk behind the house. On the back porch you can interact with it to obtain Letter – Worried Wife. The nearby drunk soldier can be given the mead you picked up, but this won’t be enough yet to get what you need from him.

Go back to the entrance to Acasa Marshes (you can warp back to the APC from any save point) and trade this to the man who was sitting on the ground by the excavator to complete the good deed. The reward from this is obtained later after he buries his wife.

Location: ON Outpost – From where Abbot Jaffer is standing continue to the right and walk down the hill to the building with the ON branding. On the table you can pick up the Map of Acasa Marshes.

Good Deed #4: Land of Milk and Honey – Go out the southwest side of town to find a house with white graffiti on the side. Go into the underground area through the opening on the side of the house. After dropping down the first ladder go left at the split and drop down again to find a lady with a baby. Pick up the Baby Bottles – Empty from the spot near the entrance to the room she is in to start the good deed.

Use the save point outside to return to the APC, then travel back to Senedra Forest. Go back to Ernest Caddel at his house and trade him the Baby Bottles – Empty to receive Baby Bottles – Filled. Take these back to the woman in Acasa Marshes to complete this good deed.

Mystery #4: Lymbic Door – Acasa, Western Monument – Staying in the tunnels take the opposite path from the first ladder, and follow it all the way to the end where you climb up a long ladder. On this level you can find an unlockable door leading back out near the entrance of the town. Down the hallway from the door you can pick up the Lymbic Rod – Neutral, Z starting this mystery. The other ladder on this level take you back up into the town through the well.

You’ve now done everything you can do within the town, so we’ll start exploring outside the town.

Timeloop: Acasa Marshes – Follow the road leading east from the entrance of town across the bridge to encounter the first timeloop. Dealing with these involves dealing with the enemies that give that “Timeloop Guardian Defeated” notification you might have noticed a couple times already.  You can’t deal with them yet, but note its location for later.

Lymbic Rod – Neutral, Y – From the timeloop go south where you can follow a road past some destroyed vehicles to where it is blocked off by fallen metal structure. On the left on a body you can pick this up.

Research Item: Memorial Ribbon – Follow the road back to the north past Panthem Abbey (you can view the sign and interact with the man in front but can’t do anything at that location yet) until you reach the broken section of bridge. Drop down and pick this up off the body under the farther section of bridge.

Research Item: Bronze Eye – From the last pickup go slightly east and then south across the wooden bridge, then follow the path past the soldiers in front of the doorway. Near the fence at the end of the path on the right you can pick up this research item.

Mystery #5: The Hermit – Go back toward the broken bridge and go north where you can find a hut past some rotatable stone pillars. You can go speak to the man, named Frygen, standing on the deck and he says he needs a zoom lens.

Good Deed #5: Love Thy Neighbour – Go back to the location of the Timeloop dome and go directly north where there is a tree with a bunch of bodies hanging from it. On the ground you can pick up the Bloodied Plushie, starting this good deed.

Lymbic Rod – Neutral, X – From the tree go north where there are some stone ruins with enemies nearby. In the middle of the ruins you can pick this up.

Mystery #6: Enlightenment – From the ruins go west over the wooden bridge and there is a pickup in the middle of an area where a bunch of enemies will appear. This gives Notebook – Symbol Research, starting this mystery.

Drone Module #3 – Whirlwind – Now to progress the main objective, go to the northeast side of the area to find a tunnel (this is where the map from the ON Outpost directs you to). On the ground at the tunnel entrance you can pick up the Lymbic Polearm and Drone Module #3 – Whirlwind. 

NPC #6: Victor Gaz – Defeat all the enemies in the tunnel, then enter the room on the right. Speak with the man sitting on the floor. He’ll give you Key – Vitalis’ Home which you need to get into the blacksmith’s house in Jova.

Head back to town and go toward the north side where you can find the blacksmith’s shop past Abbot Jaffer, with the blacksmith’s house on the opposite side of the road. Use Key – Vatalis’ Home to open the front door.

Good Deed #6: Victor’s Vigil – Inside the house turn to the right and look on the balcony where you can pick up Keys – Car to start this good deed.

Look in the room opposite from the kitchen where you can interact with the drawer and pick up the Family Picture from the side table.

Go down the hall and into the room on the left where you can pick up the second Family Picture from the table on the right.

Go down into the basement and interact with the chest before the ladder, placing the Heirloom Necklace to open it, causing you to receive Note – Revenge and a third Family Picture.

Go down the ladder into the underground area and follow the path to the end. You are meant to place the three pictures on the wall as a hint to open the door using the keypad, with the code corresponding to the numbers seen in the images. The numbers on the box car are smudged off, but you can see the boxcar back up in the basement. Enter the code 3 2 1 7 1 3 to open the door.

Enter the room and there are 5 things to pick up. From left to right the Letter – Warning, Vigil Note, the Weapon: Lymbic Greatsword, Glyph #3: Perfect Guard, Glyph #4: Lingering Pain, Glyph #5: Rage Spike, Glyph #6: Frightful Ambush, Glyph #7: Delirium (all glyphs are awarded from interacting with the chest), and Note – Lymbic Locks along with Lymbic Rod – Grief, W, starting Mystery #7: Lymbic Chest – Acasa, Vitalis’ Basement. You will also be awarded the trophy/achievement  Emotional Damage for collecting one glyph of each type.

On your way back out of the basement note the Lymbic Chest which is what Mystery #7: Lymbic Chest – Acasa, Vitalis’ Basement is related to, but you need the other blue rod first before you can open it.

Go back outside and the blacksmith shop is now open, and you can speak to Victor Gaz inside. Go through all the dialogue options with him to learn a whole bunch of new information. You now have the ability to upgrade your weapons with Victor, and unlock the new location Vyssa Hills after going through all dialogue options with him.

There are two interact points in the shop, the one behind the red tool chest and one around the corner to the right. The one behind the chest gives some Lymbic Shards and Lymbic Rod – Grief, Y. The other gives a second Lymbic Sword along with Note – Training Ground.

Make sure to upgrade your current main weapons with Victor, then we’ll clean up some more things in the area before going to Vyssa Hills.

Mystery #7: Lymbic Chest – Acasa, Vitalis’ Basement – Now that you have both Grief Lymbic Rods go back into the basement of the house and interact with the chest. Place them so the symbols match the slot on the chest, W on top and Y in the middle. This awards Glyph #8: Lymbic Mending and completes the mystery.

Good Deed #5: Love Thy Neighbour – Go back to the house on the southwest side of town and in the house trade the drunk man the Bloodied Plush to receive the Classroom Picture.

Now go to the house with the orange door to the right of Abbot Jaffer and speak with the woman inside, trading her the Classroom Picture to complete the good deed.

Good Deed #6: Victor’s Vigil – Go back out the east side of town toward the tree with the hanging bodies, then north to the ruins where there is a car sitting in the water. Interact with it and use the Keys – Car to open to trunk to receive Recording – Vitalis’ Departure, Necklace, Lymbic Twin Axes, Glyph #9: Chromatic Shielding, and Limbic Imbuing.

Go back to Victor at the forge and you can give him the Necklace to complete the good deed. You can then go into the crafting menu and under the Study option give Victor the Limbic Imbuing book, allowing you to convert Neutral shards into ones of the four Lymbic Spheres at a rate of 3 to 1.

Mystery #4: Lymbic Door – Acasa, Western Monument – Go out the south side of town and go to the southwest where there is a stone tower in the middle of the marsh area. Go down the stairs where you can find some ON soldiers, along with the a neutral Lymbic Door. Place the Neutral, X and Neutral, Z rods in the slots to open the door and complete the mystery.

Mystery #6: Enlightenment – Opposite the door you can find two torches on the wall. Interact with the left one to rotate it and light it up. Don’t touch the torch on the right.

Defensive Gear: Brooch of Ecstasy – Delectable Recovery / Research Item: Faded Blueprints – Pick up the two items in the room after opening the door to receive these two items.

Mystery #8: Martial Lineage – The final mystery you can solve in the area right now, go back to the Timeloop dome and then northeast past the hill with the stone pillars to a flat area where you can find 4 white stone spikes and a doorway in the hill. Standing in the same position as the screenshot (facing the hill southwest with all pillars in front of you) hit the close left one, then go counterclockwise hitting the others so the last one you hit is the one beside the door. Hitting them in the correct order opens the door, solving the mystery. If you accidentally hit one out of order hit them all to reset them to make them glow, then they’ll reset.

Defensive Gear: Brooch of Terror – Dreadful Verve – Enter the room and pick up the three items to receive Letter – Proud Father, a Lymbic Greatsword, Research Item: Wrapped Candle, and the brooch.  

Mystery #6: Enlightenment – Go back toward the exit where there is a dead end with two torches you can interact with. Rotate the one on the left above the dotted U shape so it lights up. Don’t touch the one on the right.

The remaining mysteries and good deeds in the area you can’t currently solve, so you should head to the APC and travel to Vyssa Hills.

Vyssa Hills

Research Item: Syringe – From the APC go to the right along the wooden fence and follow it to a body where you can pick this item up.

Drone Module #4 – Surge Step – Go back toward the APC then follow the path north to where you can find the fallen knight statue described in the note you received earlier. There is a dying soldier at the base of the tree you can speak to who tells you to go northeast. Keep following the path toward where you hear gunshots and just past the wooden structure you can pick this up from the ground.

NPC #7: Unknown Man – Go to the left where you can find the man sitting on the ground, speak to him for a cutscene and to receive the Keystone of Grief and complete Investigation #1 – Family Reunion.

Investigation #2 – Family Legacy

Good Deed #7: On Death’s Door – From the grave where you are after the cutscene go left up the small hill and look on the opposite side of the pile of rocks to find a pickup for Pill Bottle – Atenolol, starting this good deed.

Go toward the Timeloop dome and then go down the path to the northwest, defeating the enemy along the way that is a Timeloop Guardian. Climb the ladder to reach a camp area. Go to the woman on the left and trade her the Pill Bottle – Atenolol to complete this good deed.

NPC #8: Tania Alver – Go back to the Timeloop dome and then southwest toward the wooden structure. Follow the path through it then turn left at the split in the path to find a woman sitting near a box. Go through all of her dialogue options to receive Emblem – Candle.

Turn around and then take the other path at the split, where you can find some enemies in an open area with some bodies. Defeat the enemies then pick up the two items to receive Drone Module #5 – Death from Above and, Ethnic ID Card – Agatha Maren, and Emblem – Book.

NPC #9: Atticus – Turn around and go up the ladder on the scaffolding, then go left and drop down onto the cliff path. Follow it until the second split (first split leads to a ladder into the mine area but you can’t do anything there yet) and at the second split turn left to find a man standing near a drop off back into the main area. Go through his dialogue options but you can’t do anything with him yet, remember him for later.

Turn around and keep following the main path. At the end defeat the enemy, then place the Candle on the left and the Book on the right to open the door into the Watcher’s Nest.

Enter the area and pick up the item right in front of you to receive Note – Wall Grooves which is a hint for how to solve the puzzle in this area. You can read notes on the first computer and listen to the three audio logs spread around for further hints.

Go to the back of the room where there is a hole in the wall. Go through and into the room with the stone coffin. On top of the coffin you can find 4 x Ceramic Flower which are required to solve the puzzle in the prior room. On the box behind it you can find Lymbic Rod – Grief, Z which starts Mystery #9: Lymbic Door – Senedra, Hilltop.

Go back to the prior room and you now need to place the Ceramic Flowers in the 4 correct spots, as found from the hints given. First, go behind the whiteboard and place one in the left spot by the name “Aglea”.

Near the blue banner place one in the right slot corresponding to the year “1513”.

By the shields on the wall place one in the right slot corresponding to the “Vigil”.

And finally back in the round room by the entrance, place one in the slot third from the left under the “grief” symbol.

If all were placed correctly you will hear rumbling. Go back to the room with the coffin and pull the lever to open it, then pick up the item to receive Relic #1: Mark of the Betrayed and Blue Flower Scroll, along with triggering a cutscene.

NPC #10: Gildas Brom – Head back into the prior room and there is now a man in a wheelchair sitting in front of you. Speak with him and go through all of his dialogue options. You’ll receive the Guardian Detector, which allows you to locate the Timeloop Guardians in each area. Defeating them is required to enter the Timeloop dome, which you must do in each area and prevents some enemies from spawning again when you leave and come back to each area. Closing them also requires an Amine Prism, of which he gives you the first Amine Prism – Sigma allowing you to close the Timeloop in Vyssa Hills, along with Note – Collapsing Timeloops.

Gildas is who gives you the rewards for completing good deeds, so any time you complete one you’ll need to return to him to collect the reward. Speak to him now to receive the following rewards for Good Deeds completed so far:

  • Glyph #10: Waves of Grief
  • Relic #2: Call of the Griffon
  • Defensive Gear: Pendant of Grief – Acceptance
  • Glyph #11: Shared Pain
  • Tuning Stone – Steady (Tuning stones are consumables that give experience to your currently held weapon)
  • Glyph #12: Masochistic Delight

You are now meant to return to the APC to continue the story, but there are some items to clean up in Vyssa Hills first.

Timeloop – Vyssa Hills – Warp back to the APC from the save point, make sure to equip the Guardian Detector into one of the usable item slots in your equipment loadout. When you use the Guardian Detector it emits a string of black which moves in the direction of the nearest Timeloop Guardian. Follow it to the location of each and defeat them, then once you have defeated all them in the area there will be a loud rumbling and the detector won’t emit the black strings anymore. Go to the Timeloop, then walk beside it and interact to enter. Interact with the drone and select the Amine Prism – Sigma which closes the Timeloop. You can return to Gildas Brom to receive 3 x Tuning Stone – Weak, Glyph #13: Interrupt, and Relic #3: The Blood Queen’s Phalange. 

Good Deed #8: Heart of Gold – Pick up the item that appears on the ground after the Timeloop disappears to receive Keys – ON Vehicle starting this good deed. DO NOT TAKE THE KEYS TO ATTICUS YET. Doing this now locks you out of completing one of the good deeds that isn’t available yet.

Sheet Music – Losilus Dreaming – Go back toward the tree with the statue, then southeast up the small hill where there is a body by the suitcase where you can pick this up.

Mystery #10: Lucky Break – Go back where the Timeloop dome was located and you can spot the mine entrance nearby. Go inside and follow the path sticking to the left. After the first split you can find a small opening with an enemy, and the Key – Rusted by a skeleton at the end, starting this mystery.

Continue following the path to the end where there is a door you can go through, then up a ladder and unlock a door in a building that allows you to more quickly get to the nearby chest later. Look southwest where there is a path leading up and left past some ruins. Follow it all the way left to the end where there is a second set of ruins with some enemies nearby. Use the Key – Rusted on the chest in the ruins to obtain a Lymbic Polearm and Research Item: Flower Medallion completing the mystery.

You’ve done everything you can currently do in this area, so you can now return to the APC.

You now have the ability to Research items with Tania in the APC. This is what you do with all of the Research Items that you’ve picked up so far, which reveals new information about them. You can press  to have her research all items you currently have in your possession. Researching items also causes Tania to give you information on the Vaults of Forbidden Knowledge, the first of which is in Senedra Forest.

After you’ve finished with research speak with Tania again and go through her dialogue options. To get more information about the blue flowers you need to talk to either Abbot Jaffer, Rebecca, or Ernest Caddel. If you want to speak to all three you can, but only one is required to progress. They will give you the location of Lake Cynon. There are a couple things to clean up right now before going there to progress the story.

Acasa Marshes

Good Deed #9: Heart of Gold – In Acasa Marshes go back to the east side of the area and into the tunnel where you found Victor. At the back you can now find an interact point, giving you the Photograph – Girl starting this good deed.

Return to Jova and go to the ON Outpost where Zao Ru is now sitting at the table. Trade her the photograph to complete the good deed. Reward from Gildas Brom is Glyph #14: Fury.

 

Good Deed #2: Performance of a Lifetime – Go back to the man playing violin in the middle of Jova where you can now give him Sheet Music – Losilus Dreaming, completing the good deed. Reward from Gildas Brom is Defensive Gear: Pendant of Terror – Lymbic Attunement.

You can now travel to the new location Lake Cynon to continue the story.

Lake Cynon

Mystery #11: Lost Keys – When you enter the area, follow the path and interact with the notice board to pick up Note – Lost Keys to start this mystery.

Research Item: 9mm Pistol – Behind the notice board on one of the tables you can pick up this research item, along with Note – Conspiracy.

Baseball Cap – Veteran – Follow the path down into the area with all the flowers, then go up the cliff to the left. On a ledge you can pick up this baseball cap.

To progress into the story area, go to the stone ruins with the pool of water in the middle, as shown in the Blue Flower Scroll image. Like when getting into the Vigil training area, you need to hit the white spikes in the correct order, as hinted at by the symbols on the bottom of the white spikes and the images on the pillars with the bronze suns on top.

The correct order is Crown, Drop, Key, Star, Cup. If standing at the pillar by the pool of water and numbering clockwise, the order would be 2 1 3 5 4. After doing this correctly a hole will open in the wall nearby where you can pick up Gear – Spindle, then interact with the wooden gear to drain the water.

At the bottom of the reservoir note the Lymbic Chest which corresponds to Mystery #12: Lymbic Chest – Lake Cynon, Reservoir. You didn’t receive a notification about this as Lymbic Rod – Neutral, Y which was picked up before you had access to Lake Cynon.

Before progressing into the hallway look to its right to find Keys – Algae sitting on the ground.

Enter the new area and follow the path to the back where there is a doorway, pull the lever beside it to open the door. This is the first area where you’ll start dealing with Level II enemies, so make sure you’re fully equipped with gear and glyphs on your weapons.

The only path you can take is through the top right door, so go through and follow the path until you reach the room with the green Haze enemy. On the south side of this room is an area with a bunch of torches and a yellow interact point that hints at the north and south. Interact with the two torches on the north and south walls to open the wall, where you can pick up Sigil – Order of the Eye.

 

Go through the door to the north and follow the path back to the main room, then keep going north. Go through the room with the group of enemies to the next hallway, then go to the left first. In this kitchen room you can pick up Key – Crying Eye.

Continue through the kitchen back to the prior room, and this time go through the hallway past the turn left to find an open pit with some enemies, and a chest in the lower section where you can pick up Sigil – Phol Guard.

Go back to the main room with the large door and you can place the two sigils on either side: Phol Guard on the left and Order of the Eye on the right.

Follow the path into the next area and defeat the enemies. On the left of the sluice controls you can pick up the Key – Owl from off the ground.

Go back to the room where you interacted with the torches for the first sigil. On the east side of the room is a door that requires a key, where you can use Key – Owl to open it.

In the next room defeat the enemy, then take the path south up the stairs. Defeat the enemy in the room then at the back left you can pick up Research Item – Old Sketchbook. Drop down the hole in the prior area and go north opening the two doors. The doorway north opens into the area with the door to the Lymbic Forge. On the platform behind the enemy you can pick up the Gear – Spoked from a chest, then go over the ramp back into the center of the room.

 

Go to the sluice controls and place the Gear – Spoked on the empty spot to the left, then pull the left lever to drain the water in the room.

Drop down to the right side of the room where there is a ranged Hollow on a wooden walkway. Beside it you can pick up Lymbic Rod – Terror, W which starts Mystery #13: Lymbic Door – Lymbic Forge.

Climb back up the ladder and go through the doorway to the west which will close behind you. Defeat all the enemies in the room and continue west to a dead end where you can pick up Lymbic Rod – Terror, X.

Go through the other available path and then take the first left to find a door where you can use the Key – Crying Eye.

In the library room defeat all the enemies to receive a notification about defeating a Timeloop Guardian, then pick up the Defensive Gear: Bracers of Grief – Denial from the right side of the room. The door past it leads back to the room with the torches, but don’t go through it yet.

Go back to the hallway leading to the key door and take the path west into the large room. On the lower level go through the door on the right side to another library area, where you can pick up Lymbic Rod – Neutral, V from the shelf by the locked door on the left which starts Mystery #14: Lymbic Chest – Lymbic Forge, Dormitory.

Go back to the prior large room and up the stairs opposite where you entered. Follow the path to the end where you can drop onto the platform with the podium. On the right is the locked door you were just beside, then in this library room you can pick up Gear – Large and Lymbic Rod – Rage, W which starts Mystery #15:  Lymbic Chest – Lymbic Forge, Hall.

Mystery #15:  Lymbic Chest – Lymbic Forge, Hall. – Go back to the room where you rotated the torches and through the door where you used the Owl key. In the room where the enemy was you can find the Lymbic Chest where you can insert the Lymbic Rod – Rage, W, obtaining Glyph #15: Nightfade from the chest and completing the mystery.

Backtrack to the first room in the area (where there are the 4 interact points on the pillar before the first lever door) and you can now go down the sides of the room down the stairs. Follow the path to the back where you can pick up Lymbic Rod – Terror, Y from a chest.

Mystery #14: Lymbic Chest – Lymbic Forge, Dormitory. – Backtrack to the room where you placed the two sigils to open the door. Go through the door north, then up the stairs in the first room, continuing up the stairs to the north to a dormitory area. In the left area with the beds you can find the chest, placing the Lymbic Rod – Neutral, V allowing you to collect Glyph #16: Void and completing the mystery.

Go back to the big door and use the Gear – Large on the right side of the sluice controls, then pull the lever on the right. This drains the rest of the water in the bottom part of the room.

Drop down on the north side of the area again, then go west through the room with all of the enemies. Go west into the large hall with the podium at the front, then east through the doorway on the lower level. This will lead you to a platform above some wooden ones where you can pick up a Greatsword of Rage.

Mystery #13: Lymbic Door – Lymbic Forge – Drop down to the lower area and defeat the enemies, with the green Haze giving a Timeloop Guardian notification. On the north side by the two enemies connected to the blue Haze you can find the door that takes the three Lymbic Rod – Terror that you currently have. Insert them all into the door to complete the mystery, then pick up the two items in the room to receive Glyph #17: Shriek of Terror and Glyph #18: Gluttony – Enhanced.

Continue to the east and use the elevator to go down. In the next room you’ll encounter a new type of Haze enemy where they split apart into weaker ones as they are defeated, and you need to deal with all of them that appear until you can kill the Hollow that they are attached to. You can also see the Timeloop – Lymbic Forge at the back of the room. By the coffin in the center you can pick up Amine Prism – Sigma which will let you close a low level Timeloop (it can’t be used on the one here, and one of the guardians is behind the yellow Lymbic Door you may have spotted while exploring which you can’t access yet). Pull the lever to open the coffin allowing you to pick up Relic #4: Aster’s Band of Domination, the Hammer of Modus, and Fundamentals of Lymbic Forging which you can take back to Victor in Jova to improve his crafting.

Make your way back up to the room with the big door where you can place the Hammer of Modus in its center.

Enter the room and kill the enemies at the back, then you can pick up a Sword of Grief from the anvil in the middle of the room.

Go to the back of the room and interact with the spot under the blue face and place the Keystone of Grief. This awards  So It Begins, completing Act 1 of the story.

NEXT: Act 2 (Part 1)

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