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This is a list of all endings of Avowed. Read on to see all main and side quest endings, as well as how to unlock all endings.
List of Contents
Warning: ending spoilers ahead. |
Jump to a list of endings! | ||
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Main Quest Endings | Side Quest Endings | Companion Endings |
The ending you get is significantly determined by the following dialogue options during the council in the final mission The Siege of Paradis and subsequently whether you defeat Lodwyn during the final boss fight.
The ending is also affected by the other significant choices that occur earlier on in the story:
Ending | Unlock Condition |
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![]() Silence falls over Paradis. as though the city is holding its breath. Then you hear it - the ringing of a distant bell, the waving of banners, and the cheers of victory. After a short and bloody conflict, the dust has finally begun to settle. |
Present in all endings where Lodwyn is defeated. |
![]() In the end, the imperial envoy died with honor. As their blood soaked into the soil of their homeland, their soul departed for parts unknown, either to be imprisoned, reborn, or consumed by the gods. The Steel Garrote stood vigil over these lands for years to come. Under our watch, no child was born with the tainted mark of Sapadal. |
(Bad Ending) Stand with Lodwyn and the Steel Garrote and renounce Sapadal. |
![]() You feel Sapadal close to your throughts, stirring with interest. The god of the Living Lands is observing this moment, unfettered by confusion or fear. For the first time in centuries, they understand. |
Free Sapadal during The Heart of the Living Lands. |
![]() There is an absence in your thoughts where Sapadal dwelled. Once, the god of the Living Lands would have flinched at this rare moment of tranquility. Instead they are one with the silence. |
Destroy Sapadal during The Heart of the Living Lands. |
![]() The Paradis militia rallies to you, the outsider who defeated them in their hour of need. Whatever happens next, you have won their confidence. |
Present in all endings where you don't stand with Lodwyn and the Steel Garrote. |
![]() The Aedryan forces assemble around you, ready to accept new orders. Whatever happens next, their loyalty is yours. |
Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() You take a moment to reflect on the calm. Not so long ago, you arrived at these shores on a simple errand... which turned out to be anything but simple. |
Present in all endings where Lodwyn is defeated. |
![]() The Dreamscourge is over, and the island has been cleansed of plague. A time of healing and mourning follows. People look to you for answers about the source of the affliction. |
Present in all endings where Lodwyn is defeated. |
![]() You tell them the truth - how the plague came from a power beyond mortal understanding, and how it is finally at peace. |
Free Sapadal during The Heart of the Living Lands. |
![]() You tell them the truth - how the origin of the plague has been destroyed, put out of its misery, and leave it at that. |
Destroy Sapadal during The Heart of the Living Lands. |
![]() The Living Lands is now a colony of the Aedryan Empire. New governments replace the old, and imperial law reigns over the frontier. An age of order and discipline is just over the horizon. |
Have the Living Lands become a colony of Aedyr. |
![]() With your guidance, the Living Lands becomes a vassal of the Aedryan Empire. In exchange for their taxes and soldiers, the free settlements from future attacks. The fight for survival is over. |
Attempt a grefram. |
![]() Thanks to you, the Living Lands has escaped Aedryan oppression. The free settlements unite under a common banner and begin the fraught process of negotiating new traditions and values. The empire withdraws. The frontier remains wild - but not for long. |
Fight for a united Living Lands. |
![]() The Living Lands is now a colony of the Aedryan Empire, and you are its king. The ascendant Steel Garrote demand that you rule them with a strangling fist, and you oblige them. Under your leadership, all worship of the gods is outlawed, save for worship of Woedica. You replace the settlements' leaders with loyal captains from the Steel Garrote, and your followers work tirelessly to tame the frontier. Though you promise them an age of order and discipline is just over the horizon, peace forever feels just out of reach. You find yourself looking over your shoulder. You wait for a knife in the back. |
Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() The rebels of Paradis are not so fortunate. Over the years, more of their hidden sanctuaries are rooted out by the emperor's soldiers, until they have nowhere left to run. They flee... or perish. |
① Kill Ygwulf in An Untimely End. ② Have the Living Lands become a colony of Aedyr. / Attempt a grefram. |
![]() For the rebels of Paradis, this is not a victory they can share. Fearing your wrath, they retreat deeper into the wilderness, taking their secrets and ideals with them. |
① Kill Ygwulf in An Untimely End. ② Fight for a united Living Lands. |
![]() The rebels of Paradis are not so fortunate. Over the years, more of their hidden sanctuaries are rooted out by the Steel Garrote, until they have nowhere left to run. They flee... or perish. |
① Kill Ygwulf in An Untimely End. ② Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() You showed the rebels of Paradis mercy, but they can never trust the empire. Instead, they keep to the wilderness, always two steps ahead of Aedyr, only attacking when provoked. That is as close as they come to peace. |
① Let Ygwulf go in An Untimely End. ② Have the Living Lands become a colony of Aedyr. / Attempt a grefram. |
![]() Fugitives no more, the rebels of Paradis return to their home and to other free settlements, bringing their skills and secrets wherever needed. For once, they have a future. |
① Let Ygwulf go in An Untimely End. ② Fight for a united Living Lands. |
![]() You showed the rebels of Paradis mercy, but they can never trust the Steel Garrote. Instead, they keep to the wilderness, always two steps ahead of their pursuers, only attacking when provoked. That is as close as they come to peace. |
① Let Ygwulf go in An Untimely End. ② Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() The rebels of Paradis come to learn that resistance is futile. After the assassin Ygwulf died in custody, many of his worst fears about the empire are confirmed. Some of his people splinter off, while others abandon the fight entirely. Their alliance is never the same. |
① Have Ygwulf confess to Steel Garrote in An Untimely End. ② Any of the choices where you don't fight for a united Living Lands. |
![]() Paradis rebels cannot accept your version of independence. After the assassin Ygwulf died in custody, only a few of his people ally themselves with the united settlements. To them, you will always be the oppressor. |
① Have Ygwulf confess to Steel Garrote in An Untimely End. ② Fight for a united Living Lands. |
![]() The refugees of Emerald Stair find a cold welcome in the city of Paradis. Animancy is frowned upon, but their knowledge of agriculture is highly valued. The first bountiful harvest improves relations. |
Choosing Paradis in Ancient Soil. |
![]() The refugees of Emerald Stair resettle in Thirdborn, bringing their skills and research to aid the local community. What starts as an uneasy partnership blossoms into a bond of trust. Through shared adversity, they find common ground. |
Choosing Thirdborn in Ancient Soil. |
![]() The ashes of Fior mes Iverno continue to smolder. Scavengers avoid the ruins, fearful of spirits unleashed by animancy gone awry. The once promising city is nothing but a cautionary tale. ▶︎ How to Save Fior mes Iverno |
Fior mes Iverno is destroyed due to not killing everyone at the Steel Garrote Camp at Waterfall Cave. |
![]() In time, the people of Emerald Stair return to their city of Fior mes Iverno. However, the empire does not tolerate forbidden research. Animancy is forced into dark alleys, away from the eyes of the law. |
① Prevent Fior mes Iverno's destruction. ② Have the Living Lands become a colony of Aedyr. |
![]() In time, the people of Emerald Stair return to their city of Fior mes Iverno. Animancy still has a place in the Living Lands, but the mepire's disapproval gets in the way of progress. Their work is slow, but unstoppable. |
① Prevent Fior mes Iverno's destruction. ② Attempt a grefram. |
![]() In time, the people of Emerald Stair reutrn to their city of Fior mes Iverno. Research yields new developments in the struggle against nature. Technology is shared among the united settlements. The empire cannot get in the way of the progress. |
① Prevent Fior mes Iverno's destruction. ② Fight for a united Living Lands. |
![]() In time, the people of Emerald Stair return to their city of Fior mes Iverno. However, the Steel Garrote does not tolerate forbidden research. Animancy is forced into dark alleys, away from the eyes of the law. Anyone found practicing animancy is sentenced to death. |
① Prevent Fior mes Iverno's destruction. ② Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() Now that Emerald Stair has emptied, you wonder if Elia still intends to claim the body you sold her. Most nights you sleep with one eye open. |
① Sell your body to Elia during The Animancy Method. ② Fior mes Iverno is destroyed due to not killing everyone at the Steel Garrote Camp at Waterfall Cave. |
![]() You know that one day your body will join the revenants at Elia's corpse farm. The very idea fills you with mixed emotions and dark thoughts. |
① Sell your body to Elia during The Animancy Method. ② Prevent Fior mes Iverno's destruction. |
![]() The people of Shatterscarp find themselves caught between two sides, with Aedryans keeping rule over the colony and Dreamthralls still stalking the hills. Despite the stready flow of Aedryan goods, some Thirdborners leave the city, trusting their chances with monsters more than those with an empire. The ones who remain watch with wariness and patience, waiting to see if Aedyr might let down its guard. |
① Destroyed the ruins in Shadows of the Past. ② Have the Living Lands become a colony of Aedyr. / Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() After so much chaos, the people of Shatterscarp find a moment to breathe. As a gesture of goodwill to its grefram, Aedyr sends a regiment to purge the remaining Dreamthralls still haunting the wilderness. But with the sound of Aedryan cannons in the air, many Thirdborners wonder what their lives will look like when there is no longer a common enemy. |
① Destroyed the ruins in Shadows of the Past. ② Attempt a grefram. |
![]() Though free, Shatterscarp is still haunted by the surviving Dreamthralls after the destruction of Naku Kubel. The routine hunt for the remaining monsters becomes part of Thirdborn's everyday life - another chore atop a hardscrabble existence with few comforts. The youthful make a game of the hunt, retrieving artifacts from the dead to return to those they left behind. |
① Destroyed the ruins in Shadows of the Past. ② Fight for a united Living Lands. |
![]() The older Thirdborners who remember Rauatai know that life under an empire is cynical - in time, Aedyr's might will fade. But the younger kith of the settlement remember what Thirdborn used to be, while having lost so many to an archmage's spell, and straining under the yoke of an empire. Despite the line of Aedryan ships bearing fine goods, their rage is a powdered keg that sits and waits. |
① Severed the adra in Shadows of the Past. ② Have the Living Lands become a colony of Aedyr. / Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() Though Aedyr has promised that the Living Lands will retain their autonomy, not everyone in Shatterscarp trusts the empire. But many Aedyran ships sail into the grefram's ports, bearing fine linens and aged wines. These ease the painful memory of the day Ryngrim culled their people. |
① Severed the adra in Shadows of the Past. ② Attempt a grefram. |
![]() For the people of Shatterscarp, independence is bittersweet. Those who cannot withsand the grief inflicted by Ryngrim's spell leave the settlements, vanishing into the wilderness. Those who remain find themselves forced to cooperate with others, often begrudgingly. With so many dead, the need to stave off hunger outweighs any distaste for certain trading partners. |
① Severed the adra in Shadows of the Past. ② Fight for a united Living Lands. |
![]() With Solace Keep destroyed, the Pargrunen find themselves at the mercy of a world they once turned away from. Some cling to the site of the fallen fortress, rebuilding a meager settlement. Others are lured by Aedryan riches to perform their craftwork for the empire. Kostya spends the rest of his days in Aedyr negotiating better terms for his people. Is is a life of luxury, but a bitter one. |
① Let Kostya Live ② Doom Solace Keep ③ Have the Living Lands become a colony of Aedyr. / Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() There is rubble where Solace once stood and the Pargrunen must now confront the consequences of their isolationism. Though the rest of the Living Lands do not ostracize the dwarves, Kostya discovers that they have few friends among the kith they once shunned. And during the negotiations with Aedyr, the empire asks far more of the grefram than Kostya expects. The empire knows when it has a people cornered. |
① Let Kostya Live ② Doom Solace Keep ③ Attempt a grefram. |
![]() With Solace Keep destroyed, the Pargrunen take their first step into a world their ancestors once roamed at will. For some, this is the adventure of a lifetime. For others, the new freedom is terrifying and they rush to build fledgling settlements. Kostya spends his days on the road, establishing trade routes. It It is a hard life, bereft of the luxuries he once dreamed of. But there is promise. |
① Let Kostya Live ② Doom Solace Keep ③ Fight for a united Living Lands. |
![]() The loss of both the keep and her oldest friend drive Milhala into a grief so absolute that she cannot face the world or her own people. But the Pargrunen rally around their leader by focusing upon a single endeavor - building a new settlement from the ruins of the old one. Inspired by her people, Milhala returns to herself and to her seat at the council. The doors of this new settlement slowly inch open, a tentative welcome to the once forsaken world. |
① Kill Kostya ② Doom Solace Keep ③ Any ending choice where Lodwyn is defeated. |
![]() For a brief but hopeful moment, Solace Keep opens the fortress doors to the new rulers of the Living Lands, allowing Aedryans to come and go as they please. But the peace does not hold. Lacking patience for the empires unyielding demands, Mihala shuts the doors once again, issuing a warning - those who trespass in Solace Keep will not leave alive. The Aedyrans waste no time gathering their forces, for an example must be made. |
① Kill Kostya ② Save Solace Keep ③ Have the Living Lands become a colony of Aedyr. / Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() After the Living Lands is declared a vassal of Aedyr, Solace Keep reluctantly opens the doors of its fortress, though not before numerous missives are sent to Mihala demanding the grefram be honored. Her reluctance costs the dwarves. The Pargrunen are never favored in trade negotiations, and are the last to be supplied by Aedyran caravans. But the Wardens have rounder bellies than anyone can remember. |
① Kill Kostya ② Save Solace Keep ③ Attempt a grefram. |
![]() Solace Keep clings to its long held isolation at first. But after mourning her friend Kostya, Mihala reluctantly deigns to open up the doors of the fortress. Some dwarves greet newcomers with glee. Others still mutter darkly about outsiders. Mihala flounders in her earliest negotiations with the rest of the Living Lands, but slowly learns compromise. She develops a taste for Vailian sweets. |
① Kill Kostya ② Save Solace Keep ③ Fight for a united Living Lands. |
![]() Freed from torment for the first time in centuries , Sapadal turns their prodigious curiosity to the people that shaped them. They observe the ways their people live, and they think deeply about what they see. Though they flinch away from moments of violence, and they grieve souls returned to them too soon, the rage that once shook cities to rubble no longer rules them. Instead, they come to you with questions. They want to understand. After a time they begin, tentatively, to garden. Where they can, they improve the lives kith, and the suffering that troubled them is reduced, if never fully eradicated. Their grief compels them to love, and they love unreservedly - with the power of a god. |
Free Sapadal during The Heart of the Living Lands. |
![]() Sapadal has questions about what happens tomorrow, and the day after. You do your best to keep them calm, until the voice in your head is little more than a polite whisper. After everything you've been through, you don't mind the company. |
Free Sapadal during The Heart of the Living Lands. |
![]() Alone in your thoughts, you feel endless opportunities stretching out before you. This is the freedom Sapadal never had. You promise to cherish it. |
Destroy Sapadal during The Heart of the Living Lands. |
![]() The sounds of celebration pull you out of reverie. Many are waiting to greet you with open arms. You take a moment to catch your breath and savor it, because everything is about to change. |
Present in all endings, except if you side with Lodwyn and the Steel Garrote. |
![]() An eerie quiet pulls you out of reverie. Your enemies are vanquished, and you alone stand triumphant. You take a moment to catch your breath and savor it, because everything is about to change. |
Stand with Lodwyn and the Steel Garrote but don't renounce Sapadal. |
![]() An eerie quiet pulls you out of reverie. Your enemies are vanquished, and you and Inquisitor Lodwyn stand triumphant. You take a moment to catch your breath and savor it, because everything is about to change. |
① Have Ygwulf confess to Steel Garrote in An Untimely End. ② Fior mes Iverno is destroyed due to not killing everyone at the Steel Garrote Camp at Waterfall Cave. ③ Destroyed the ruins in Shadows of the Past. ④ Let Kostya live and doom Solace Keep ⑤ Destroy Sapadal during The Heart of the Living Lands. ⑥ Stand with Lodwyn and the Steel Garrote and renounce Sapadal |
Note that if you choose to become one with Sapadal, you don't get either Free Sapadal or Destroy Sapadal endings.
Ending | Unlock Condition |
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![]() When his energy flags, he recalls the compassion you extended him and he returns to his work with renewed devotion. HJis new labors cannot fill the hole left by his god's passing from the world, but they give him succor during the long hours of the night. |
Dawntreader: The statue is neither destroyed nor fused with the Voice. |
![]() Sepadal pours a fragment of their power into the statue they claimed from the Temple of Eothas. Newly embodied, they roam the Living Lands and learn to experience the world as kith do. Their first attempt at locomotion are clumsy, and a stand of innocent trees is violently returned to the Wheel. But as their confidence grows, so does their grace. Soon, they are bounding across the plains of Eastern Dawnshore, leaping the river gorge in Emerald Stair, scaling the Shark's Teeth of Shatterscarp, and fearlessly wading into the Tusk's acid sea. When they break, they come to you to put them back together, and in time, they learn to fix themselves. They wander far afield. You see less of them. But they are never far from your thoughts and on the rare occasion they return, they always bring you something beautiful and strange. |
① The statue is fused with the Voice and not destroyed during Dawntreader ② Free Sapadal during The Heart of the Living Lands. |
The Dawnshore side quest Dawntreader contains a couple different ending epilogue screens.
Note that destroying the statue or killing Sargamis while leaving the statue behind results in no special Dawntreader ending.
Ending | Unlock Condition |
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![]() When Kai returns to Thirdborn, he's no longer running. He finds a town that's been diminished by struggle, conflict, and tragedy. He finds home. He helps repair Thirdborn's walls and train its defenders, carrying on Tama's legacy. And while his labors do not restore all that was lost, they build something new. |
Kai Ending: Complete Battle Scars and choose You left more than Tama behind, at the end. |
![]() For the first time in many years, Kai feels an agreeable restlessness - not to flee, not to drift, but to venture. He vists the distant shores Tama told him about and savors the modern marvels, ancient wonders, and breathtaking expanses he beholds. His heart swells, not with grief, but with awe. There is so much to discover, and he will spend his years chasing all of the joy and beauty the world has to offer him. |
Kai Ending: Complete Battle Scars and choose You made Tama's memory a burden, at the end. |
![]() When Kai leaves the Living Lands, he is no longer running. For the first time in many years, he can face the future. He returns to Rauatai, committed to peace for his people - those he left in Rauatai, as well as those he found in the Living Lands. He joins the ranga nui's council, counterbalancing powerful voices of isolationism and hawkishness. It is a long and difficult battle, and he is happy to fight it. |
Kai Ending: Complete Battle Scars and choose You're choosing to give up, at the end. |
![]() As the din of battle fades and the dust settles in Paradis, Kai finds himself alone again. He longs to enjoy the camaraderie that follows a skirmish, but something is missing. The songs ring hollow in his chest, and the drink lands dry in his throat. He packs what little he has and makes for the coast. He doesn't know where he will go, only that his time in the Living Lands is through. There was a lifeline here, but he never quite grasped it. He will drift. |
Kai Ending: Don't do his Companion Quest Battle Scars |
![]() But the most unexpected boon of Kai's adventures is the romance that blossoms with the envoy. He'd thought his chance at love died with Tama, but after the envoy helped him accept that loss, he realized he'd found another chance with someone who saw him, knew him, and loved him as he was. He wound't let this one pass him by. |
Kai Ending: Romance Kai after completing Battle Scars |
![]() With many of his anxieties and lifelong fears addressed, Marius now feels very differently than he did when he first met the envoy. Still far from comfortable in the wilds than among people, he nonetheless finds that his worries about the unknown were merely self-protection against the traumas of his childhood. Armed with this knowledge, he finds himself more capable of living in civilization and far less fearfull of his home in Galawain's Tusks. With Solace gone, however, Marius has a chance to reconcile with his people. Outside of few travelers here and there, his connection with the Wardens is completely lost. |
Marius Ending: ① Complete Chorus of the Lost ② Doom Solace Keep ③ Talk to Marius during Pulling Back the Veil, and then talk to him at a party camp afterwards. |
![]() With many of his anxieties and lifelong fears addressed, Marius now feels very differently than he did when he first met the envoy. Still far from comfortable in the wilds than among people, he nonetheless finds that his worries about the unknown were merely self-protection against the traumas of his childhood. Armed with this knowledge, he finds himself more capable of living in civilization and far less fearfull of his home in Galawain's Tusks. While he never regains his former place as a Warden of Solace, he spends his time traveling between Solace and Thirdborn, acting as a stubborn ambassador between the two. |
Marius Ending: ① Complete Chorus of the Lost ② Kill Kostya and save Solace Keep ③ Talk to Marius during Pulling Back the Veil, and then talk to him at a party camp afterwards. |
![]() With his travels alongside the envoy complete, Marius is left directionless once again. Rather than disappearing into his cups, however, Marius leans on his time among his companions to give him the strength to reenter society and find comfort in civilization. He establishes a route between Paradis and Thirdborn, guiding travelers between the two in return for money and supplies. And while he has a reputation for being aloof, he joins the campfires from time to time, sharing stories of his time with the envoy that most travelers believe are completely made up. |
Marius Ending: This ending is obtained if you don't do any of the above actions to trigger Marius's other endings. |
![]() Giatta continues to improve as an animancer. She dedicates her work to the spiritual health of the Living Lands. nurturing instead of exploiting. Others follow her example, seeking her tutelage from lands far and wide. In the years to come, rumors spread of a secret society gathering in the wilderness, where animancers work in haromony with nature. The dream of Fior mes Iverno lives on in her. |
Giatta Ending: Talk to Giatta during Pulling Back the Veil, then at a party camp, tell her You owe it to yourself to continue your research and grow as an animancer. |
![]() Giatta turns away from animancy, charting a new course in life. The old rules don't apply to her. She has no responsibilities other than herself. Writing music, sailing, sewing, love. She tries everything, masters nothing, and finds the inner peace that eluded her as an animancer. She still carries the phantasmal focus, but it doesn't feel as heavy as before. |
Giatta Ending: Talk to Giatta during Pulling Back the Veil, then at a party camp, tell her Leave the past behind. You don't need animancy to find meaning in life. |
![]() Giatta learned much in your time together - how to stand up to authority, how to face the unknown, and how to move on from the past. But her family's unfinished work weighs heavily on her soul. Her inheritance is the burden of achieving the impossible. Such is the life of an animancer. At least now she has the right tools for the job, and new friends to help her through hard times. |
Giatta Ending: This ending is obtained if you don't do either of the above actions to trigger Giatta's other endings. |
![]() In a past life, Yatzli was given a task - protect the history and knowledge of the Godless. Now, many lifetimes later, she continues upholding that oath. She moves into the library in the Garden, spending her days poring over the clay tablets there. But not even the letters from - and rare visit to - her lover help ease the loneliness that fills her days. |
Yatzli Ending: Talk to Yatzli during Pulling Back the Veil, then at a party camp, tell her Your whole life has been about the Godless. You can't stop now. |
![]() Unable to pass up the opportunity, Yatzli takes her place beside Ryngrim. Under the tutelage of the Archmage of Terror, Yatzli sees her own power grow beyond her wildest expectations. But Ryngrim is a strict master, and the visits to Quilicci slow to a stop over the years, leaving her with her grimoire and a pile of letters to warm her in her twilight years. |
Yatzli Ending: Talk to Yatzli during Pulling Back the Veil, then at a party camp, tell her You're a wizard, Yatzli. I think you have to study with Ryngrim. |
![]() No longer under the threat of imminent death, Yatzli returns to the animancers. Reunited with her beloved Quilicci, she helps him and the animancers as they put their lives together after the attack on Fior mes Iverno. Eventually, she even has something nice to say to Vidarro. As the days pass in contentment and relative peace, Yatzli is struck by the persistent feeling something is missing. Though she still devotes herself to her studies of both the arcane and the Godless, the restlessness never goes away. |
Yatzli Ending: This ending is obtained if you don't do either of the above actions to trigger Yatzli's other endings. |
An additional outcome with Sapadal is if you decide to merge with her. That's the frame you get. Creepy if you ask me XD
List of All Endings
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"The Paradis militia rallies to you, the outsider who defeated them in their hour of need. Whatever happens next, you have won their confidence." There's a typo! You "defended" them not "defeated" them xD Tbf it's a funny typo