Clair Obscur: Expedition 33 · Guides

Clair Obscur: Expedition 33 100% guide

Published by Chubuggles

A chronological Xbox route covering all 55 achievements, collectibles, relationships, Nevron quests, optional bosses, and current missable safeguards.

HelpfulSign in to mark this Helpful

  • ETA

    Estimated time, as the guide’s author estimates: 60-80 hours

  • Difficulty

    4/10, as the guide’s author rates it

Game Page

Guide contents

Route Overview

Completion plan

Clair Obscur: Expedition 33 has 55 Xbox achievements worth 1,000 Gamerscore. The Xbox Series X|S and Windows versions use the Xbox Play Anywhere release and the same Xbox achievement list. All 55 achievements are single-player and offline. There are no co-op, multiplayer, server, or difficulty requirements.

As of 2026-09-23, full completion is obtainable. This route is verified against the current v1.5.6 baseline, released June 30, 2026. One playthrough is sufficient if you protect the few genuinely risky actions below. Story difficulty is achievement-safe and is the recommended setting for a completion-focused route. Since patch 1.3.0, Story also gives substantially wider parry and dodge windows.

The practical route is story first with every important collectible and side objective taken when it becomes efficient, then the ending, then unrestricted Act III cleanup. After the credits, reload the latest save. You return to the final pre-ending state with the world available for cleanup. Do not start New Game+ until every achievement is unlocked because several collection systems are tied to the current playthrough.

The free Verso’s Drafts content added in patch 1.5.0 does not add Xbox achievements and is not required for the original 1,000G. The additional high-end Endless Tower rematches from that update are also optional; “Endless” still requires only the original tower climb.

The main one-playthrough risks are:

  • Defeat the Mime in the Lumière prologue for A Peculiar Encounter and the first Lumière music-record acquisition.
  • Use Gustave’s fully charged Overcharge to cause a Break before Act I ends.
  • Leave the Chromatic Lancelier in Spring Meadows alive until Professional is unlocked; it is the earliest reliable no-damage boss and cannot be replayed after defeat.
  • After defeating your first Axon in Act II, visit camp and repeatedly choose Check up on the others until the piano scene plays and gives Lettre à Maelle. This is the clean route for Connoisseur. A same-playthrough recovery exists if you obtained both Lumière pickups, but treat that as recovery rather than the plan.
  • Complete Maelle’s Act III relationship route and choose the dialogue option explicitly marked (Truth). Choosing (Lie) prevents relationship level 7 on that playthrough.
  • Help every friendly white Nevron and finish its complete request sequence, including any final dialogue or reward interaction. Do not attack them before Aiding the Enemy unlocks. Chalier is the sole planned exception: honor its request to be killed for Auto Powerful. Chalier’s death itself is not required for Aiding the Enemy.
  • Buy the Old Key during the prologue. It is no longer permanently missable on the current build because patch 1.5.0 added a second Old Key in final Lumière, but taking it now lets you collect the Fracture Survivor journal on your first Old Lumière visit.
  • Keep Monoco in the active battle party whenever practical after he joins. His 46-slot regular skill grid contains 2 starting skills and 44 enemy-derived skills. All are recoverable on the current build, but natural acquisition saves substantial cleanup.

PATCHED / NO LONGER A CURRENT ISSUE as of 2026-09-23: old reports about Expeditioner or Trailbreaker failing after overshooting the required level, collection flags for Connoisseur and Follow The Trail, and journal pickup-save disappearance were addressed by later patches. If you are continuing an old save and one of these should already be complete, load that save on the current game version before attempting unnecessary replay.

Prologue — Lumière

Main Street and the Mime

Before following Sophie to the dock, explore the far end of Main Street near the dancers. The robotic Mime here is the only prologue fight you must deliberately seek out. Use this one encounter to clear three achievements.

Overcharge

With Gustave, build the Overcharge meter to the full 10 charges. Lumière Assault is useful because it can build several charges quickly. Do not fire Overcharge immediately. First fill the Mime’s yellow Break bar until it is ready to break, then use the fully charged Overcharge as the attack that actually causes the Break.

The achievement unlocks when a 10-charge Overcharge causes the enemy to Break. This is the safest place to do it. Gustave becomes unavailable after Act I, so leaving this achievement until later can force a replay of the opening.

Time to Spill Some Ink

The same Overcharge setup should unlock this when the Mime’s Break bar is shattered. The trigger is simply causing any enemy to Break.

A Peculiar Encounter

Finish the Mime fight. The achievement unlocks when the Lumière Mime is defeated. You also receive the first Lumière music-record acquisition.

If you somehow miss the Mime, the Lumière record identity has a second pickup in Act III, but A Peculiar Encounter specifically requires this prologue Mime. The lost achievement can be recovered on a short new save, but the main completion route gets it now.

The prologue copy also matters for Connoisseur recovery. There are 33 unique music-record identities but 34 possible acquisitions because Lumière can be collected twice. If Lettre à Maelle is missed later, having both Lumière acquisitions can still allow Connoisseur to unlock.

Festival and departure

At the Festival, trade a Festival Token to Colette for the Old Key. You can obtain additional Festival Tokens from the other Festival activities, so taking the key does not prevent you from seeing the rest of the event.

The current build also places an Old Key in final Lumière, near the docks shortly after the first stairs, so missing Colette no longer ruins Follow The Trail. Treat that late pickup as recovery, not the planned route.

Lumière

Continue the prologue and embark with Expedition 33. This story achievement unlocks as the expedition departs.

Act I — Gustave

Spring Meadows

Follow the main route through Spring Meadows, but do not ignore the Abandoned Expeditioner Camp.

Collect Journal 1, Expedition 81, automatically at the Abandoned Expeditioner Camp.

Help the white Jar beside the flag:

  1. Continue far enough to find Resin behind breakable boxes.
  2. Return and give the Resin to Jar.
  3. Exit the dialogue.
  4. Use Free Aim to shoot the light at the tip of Jar’s staff.
  5. Speak to Jar again.
  6. Receive the Healing Tint Shard.

Giving Jar the Resin alone does not finish the quest. The staff must be lit and the final conversation completed. Leave Jar alive.

You will pass the Chromatic Lancelier in the Grand Meadow. It is the earliest reliable boss for Professional, but there is no reason to force the no-damage kill while underpowered. Leave it alive if you are not comfortable yet; we will return after Flying Waters with a stronger party.

Spring Meadows

Defeat the area’s story boss and leave Spring Meadows. The achievement unlocks when you complete the area.

Flying Waters

Near the opening shipwreck and anchor is the first Paint Cage. The cage has three small glowing locks positioned around the same entrance area. Shoot all three before moving on.

Paint Cage

The achievement unlocks when the third lock is destroyed and the Paint Cage opens. Only one Paint Cage is required.

Continue until Maelle joins. At Noco’s Hut, take the side route to the friendly Demineur.

Pick up the Intact Mine from the nearby platform route and return it to Demineur. Receiving Deminerim completes Nevron quest 2. Leave Demineur alive.

Collect Journal 2, Expedition 68, on the main route shortly before the large open area with the huge Nevron visible ahead.

Before the Lumieran Streets flag, take the optional side path and defeat the Bourgeon if you can. It drops a Bourgeon Skin needed for the next friendly Nevron request. If it is too strong, another hostile Bourgeon later can provide the same item.

Flying Waters

Complete the Flying Waters story boss and leave the area. The achievement unlocks on story progression.

First forced camp

The forced camp immediately after Flying Waters is your first important maintenance window.

Weapon Upgrade

Speak with the Curator and spend upgrade material to improve any weapon by one level. A duplicate weapon that passively raises an item’s level does not satisfy the requirement; perform an actual material upgrade through the Curator.

Lumina

Use Colour of Lumina through the Curator to increase a character’s available Lumina points. The achievement unlocks when the Lumina point is consumed.

Curious

At the campfire, choose Check up on the others before sleeping. This forced post-Flying Waters camp is the earliest verified optional camp scene. The achievement unlocks when the optional scene plays.

From now on, make Check up on the others a habit at every story camp. That habit protects the Act II Lettre à Maelle scene.

Early character mechanics

Use ordinary fights between Flying Waters and Ancient Sanctuary to clear two character-specific achievements while the enemies are durable enough to survive setup.

Perfect Flow

With Lune, consume at least one Stain on four consecutive Lune turns. A simple setup once you have the required skills is to use Electrify twice to build Electric Stains, then use Earth Rising on each of Lune’s next four turns so each cast consumes a Stain.

Other characters may act between Lune’s turns. What matters is that four consecutive turns belonging to Lune each consume a Stain. Feed her AP with Tints if needed and avoid killing the target too quickly.

Synergy

With Maelle, you need to cast Percée on a Marked enemy while Maelle is in Virtuose Stance.

A reliable early setup is to Burn a durable enemy with Lune, have Maelle use Swift Stride on that Burning target to enter Virtuose Stance, then have Gustave apply Mark with Marked Shot to the target you want Maelle to hit. Do not consume the Mark before Maelle acts. Cast Percée while the target is still Marked and Maelle is still in Virtuose Stance.

The Continent before Ancient Sanctuary

Do a short sweep before entering Ancient Sanctuary.

Buy music Record 2, Goblu, for 1,000 Chroma from the Gestral merchant west of Ancient Sanctuary.

Rescue Lost Gestral 1 near the entrance to Esquie’s Nest.

Enter The Small Bourgeon. Give the friendly Bourgeon the Bourgeon Skin, then:

  1. Leave the area completely.
  2. Re-enter.
  3. Speak to the now-grown Bourgeon.
  4. Collect the Colour of Lumina it drops.
  5. Speak to it once more.

That full sequence completes Nevron quest 3. Leave it alive.

Collect Journal 3, Expedition 53, down the side path in the same area.

At the nearby Gestral Beach, complete Gestral Game 1, the obstacle course. Reach the end and finish the final Gestral interaction. The intended riddle answer is 17, but the answer itself is not achievement-critical. Lune’s Swimsuit I is your completion proof.

Ancient Sanctuary

In the Sanctuary Maze, collect Journal 4, Expedition 63. At the large statue section before the next flag, take the lower route between the farther statues.

Ancient Sanctuary

Continue through the main route and finish Ancient Sanctuary. The achievement unlocks as you clear the area.

Gestral Village

Before finishing the village, collect Journal 5, Expedition 52, from the path beside the final arena sign on the left side of the village.

For music Record 3, Nocturne pour un masque de tristesse, use the village Manor entrance marked by the TURN BACK sign. Inside the Manor dining room, interact with all four wall decorations to reveal the hidden passage, break the boxes, and take the record.

Gestral Village

Complete the Gestral Village story sequence. Sciel joins the expedition here, and the achievement unlocks as the story sends you onward.

Esquie’s Nest

Proceed through Esquie’s Nest. After the François encounter and the route back toward the entrance opens, collect Journal 6, Expedition 66, among the tents on the right side of the return path.

Legend

Complete the story sequence that recruits Esquie. The achievement unlocks when Esquie becomes your world-map companion.

Esquie’s Nest

Finish the area and return to the Continent. This story achievement unlocks as the Esquie’s Nest objective is completed.

Esquie traversal cleanup

Esquie’s first traversal upgrade opens several worthwhile Act I stops.

Collect Journal 7, Expedition 62, north of Gestral Village beyond the breakable rocky-terrain obstruction.

Take the side route beside Stone Wave Cliffs and defeat the Bourgeon guarding Lost Gestral 2. Rescue the Gestral behind it.

Pick up music Record 4, Un 33 Décembre à Lumière, in Twilight Quarry.

Pick up music Record 5, Lights of the Past, in Ancient Gestral City.

Clear Yellow Harvest while its rewards are still useful:

  • Journal 8, Expedition 38, in Harvester’s Hollow above the large ramp.
  • Journal 9, Expedition 44, below that ramp near the bodies.
  • Journal 10, Expedition 59, from the left route at Yellow Spire Wrecks.
  • After the Yellow Harvest boss, use the rear exit to reach Lost Woods and collect music Record 6, Aline’s Glasshouse.

Later flight can recover Aline’s Glasshouse if you miss this route.

Return for the safe no-damage boss

If Professional did not unlock naturally, return to Spring Meadows before killing the Chromatic Lancelier.

Professional

Set the game to Story if desired, heal fully, then fight the Chromatic Lancelier. You must defeat a qualifying boss while taking zero damage for the entire successful attempt. Blocking damage and healing afterward do not count as no damage. Mimes do not satisfy this achievement.

If you are hit, use Abandon Battle and retry instead of killing the boss.

If you already killed the Lancelier, save another low-level Chromatic boss for later and overpower it once you are much stronger. The requirement is not tied to this specific boss.

Stone Wave Cliffs

Collect:

  • Journal 11, Expedition 78, from the upper ledge reached by the rope in the first large crystal-enemy area.
  • Journal 12, Expedition 56, from the left route in the next open area.
  • Journal 13, Expedition 50, down the left branch after the Paintress Shrine flag.

At Old Farm, speak to the friendly Hexga. In Tide Caverns, collect the three Rock Crystals:

  1. One on the left after descending the rope.
  2. One behind the middle pillar on the central slope.
  3. One from the Rocher carrying the white pillar on the right route.

Return all three to Hexga, receive Auto Shell, then speak to Hexga again. Leave it alive. This completes Nevron quest 4.

While in Stone Wave Cliffs, obtain Sciel’s Chation weapon. Once upgraded enough for its Foretell effect, use the next durable enemy for Maximisation.

Maximisation

Sciel must consume 20 Foretell from one target while she is in Twilight. Twilight raises the Foretell cap high enough for the setup.

Upgrade Chation far enough to activate its Foretell effect. On a durable target, use Twilight Slash, then Focused Foretell twice, then Twilight Slash again. This sequence enters Twilight, brings the same target to 20 Foretell with Chation’s effect, and consumes all 20 while Twilight is active.

If you do not have the necessary Chation level or skills yet, leave this until a long Endless Tower fight. Nothing about Maximisation is missable.

Stone Wave Cliffs

Finish the Stone Wave Cliffs story boss. This closes Act I and unlocks the achievement.

At the start of Act II, revisit the Basalt Waves boss area from the Continent side and collect music Record 7, Gustave, from the cliff where the post-boss scene occurred.

Act II — Verso

First Act II camp and swimming cleanup

At camp, speak to Esquie for the newly available relationship interaction. From Act II onward, every time the story returns you to camp, talk to every companion who offers Spend time together before progressing.

Esquie’s swimming ability now opens water routes.

Collect Journal 14, Expedition 64, at the abandoned shore camp south of The Meadows.

In The Meadows:

  • collect music Record 8, Our Painted Family;
  • rescue Lost Gestral 3 west of White Tree.

In White Tree:

  • collect music Record 9, Honeymoon in Lumière;
  • collect Journal 15, Expedition 36.

At the newly reachable Gestral Beach, complete Gestral Game 2, Beach Raft Volley.

There are three opponent tiers. Beat Normal, the second tier. The weakest tier is insufficient, while the strongest tier is optional for Gestral Games.

Lune’s Swimsuit II confirms the required Normal victory. Sciel’s swimsuit from the strongest tier is not required.

In Blades Graveyard, collect music Record 10, Reverence.

Enter the first Painting Workshop portal. Reach the Faceless Boy, agree to help, receive Light of the Beast, and place it on the unfinished Lampmaster statue. Leave after the piece is installed.

Forgotten Battlefield

Collect Journal 16, Expedition 41, by taking the right branch near the Fading Woman and then the first left.

After passing through the route behind the Fading Woman, collect Journal 17, Expedition 57, in the next open area before Ancient Bridge.

Perfection

Verso is now playable. The fastest trigger is to use Perfect Break to Break an enemy, which immediately pushes his Perfection rank to S. If you do not have the skill ready, parry cleanly and keep building rank until S.

The achievement unlocks the instant Verso reaches Rank S in combat.

Forgotten Battlefield

Defeat the Dualliste and complete the area.

At the following camp, speak to Esquie, Sciel, and Lune. Maelle’s first relationship increase happens as part of the camp progression. Continue choosing Check up on the others before sleeping.

Between Forgotten Battlefield and Monoco’s Station

Rescue Lost Gestral 4 on the north edge of the green area between Forgotten Battlefield and Monoco’s Station.

Buy music Record 11, Lost Voice, from the nearby merchant.

In Stone Quarry:

  • collect Journal 18, Expedition 48;
  • help the friendly Troubadour.

During Troubadour’s three note sequences:

  • dodge red/incorrect notes;
  • deliberately allow green/correct notes to hit.

After completing all three sequences, speak to Troubadour again and receive Healing Parry. That final reward conversation completes Nevron quest 5. Leave it alive.

In Boat Graveyard, collect music Record 12, Alicia’s Birthday Party.

Enter the second Painting Workshop portal. Reach the Faceless Boy, take Colour of the Beast, place it on the Lampmaster statue, and leave.

Monoco’s Station

Progress through Monoco’s Station and complete Monoco’s battle tutorial rather than skipping it. This gives you Pèlerin Heal and begins his skill collection.

Expedition 33

The achievement unlocks when Monoco joins and the full playable combat roster has been assembled.

Monoco’s Station

Finish the area’s story sequence. Before leaving through the rear exit, collect Journal 19, Expedition 65.

At camp, spend time with Esquie, Lune, Maelle, and Monoco. If you have already rescued four Lost Gestrals, speak to Sastro to learn how to break the blue Paint Spikes.

From now until the end of the guide, keep Monoco in the active battle party whenever practical.

Monoco’s regular skill grid contains 46 skills:

  • 2 starting skills: Chalier Combo and Stalact Punches.
  • 44 enemy-derived skills.

The three Gradient Attacks are separate and are not required for Feet Collection.

For enemy-derived skills:

  • Monoco must be in the active battle trio.
  • He does not need the killing blow.
  • He may be KO’d and still qualify if he remains part of the active-party victory state.
  • If Monoco’s entire active trio is wiped and reserves finish the battle without him, do not assume the skill registered.
  • A foot icon appears on an enemy whose skill Monoco can still learn.
  • Standard and Chromatic forms of the same enemy provide the same corresponding skill.

Always prioritize enemies showing the foot icon.

Wheel Control

Monoco’s Bestial Wheel determines which category of skill is Upgraded. Cast a skill matching the current wheel segment on four consecutive Monoco turns. Almighty acts as a wildcard.

Equip inexpensive damage skills across Agile, Balanced, Caster, and Heavy categories, then use a durable enemy while the other characters feed Monoco AP with Energy Tints.

Each of Monoco’s four consecutive turns must use a skill that is Upgraded at the moment it is cast.

Monoco skill sweep and side objectives

A short Continent loop now saves time later. With Monoco active, defeat enemy groups northeast of Monoco’s Station, southeast of its entrance, northwest of Painting Workshop, north and east of Forgotten Battlefield exit, north of Boat Graveyard, and around the Gestral Beach corridor.

Watch for the foot icon and prioritize every enemy whose skill you still lack.

Chevalières

  • Gold Chevalière → Chevalière Ice
  • Steel Chevalière → Chevalière Thrusts
  • Ceramic Chevalière → Chevalière Piercing

Sakapatates

  • Catapult Sakapatate → Sakapatate Explosion
  • Ranger Sakapatate → Sakapatate Estoc
  • Robust Sakapatate → Sakapatate Slam
  • Ultimate Sakapatate → Sakapatate Fire

Detour through The Carousel and collect music Record 13, Le Grand Café de Lumière, from the small cave along the left wall.

Northeast of the Gestral Beach near Monoco’s Station, collect Journal 20, Expedition 47.

At Gestral Beach, complete Gestral Game 3, Gestral Ascension. Reach the summit and finish the reward interaction. Monoco’s Swimsuit confirms completion.

At Esoteric Ruins, help Portier:

  1. Solve the orb-and-door maze.
  2. Collect the Wooden Boards.
  3. Return them to Portier.
  4. Receive Protecting Heal.

This completes Nevron quest 6. Leave Portier alive.

Old Lumière

During the split-party section, keep Monoco active whenever the game allows it so qualifying Chevalière enemies register their skills.

At Left Street, after the first enemy, take the right route to the broken pipe, drop inside, and open the metal gate with the Old Key. Collect Journal 21, Fracture Survivor.

If you missed the Old Key in the prologue, this gate remains closed for now. Do not restart. Collect the replacement Old Key in Act III Lumière and return.

At Manor Gardens, enter the Manor through the broken wall.

  • Collect music Record 14, Renoir, in the bathroom/sink area.
  • Collect Journal 22, Renoir, in the adjoining bedroom beside the bed.

Old Lumière

Complete the Old Lumière story sequence. Back at camp, Journal 23, Expedition 58, is awarded automatically.

Spend time with Esquie, Sciel, Lune, Maelle, and Monoco as available.

Before moving to the Axons, re-enter Old Lumière from Manor Gardens.

Take the left newly opened route, descend, and collect Journal 24, Expedition 42, beside the large sword.

On the other route, defeat the Gold Chevalière with Monoco active for Chevalière Ice if still needed.

Western coral-swim cleanup

The post-Old-Lumière coral/reef-breaking traversal opens western water routes.

Rescue Lost Gestral 5 on the red island northwest of Old Lumière.

Collect Journal 25, Expedition 40, on the small northwest island beside the Gestral merchant.

Clear Falling Leaves.

  • Collect Journal 26, Expedition 35, in Resinveil Grove.
  • Enter the Manor near the Lady of Sap and collect music Record 15, Alicia.

For the next journal and record:

  1. Speak to the boy.
  2. Speak to the Lady of Sap.
  3. Return to the boy to open the gate.
  4. Climb the newly accessible route and collect Journal 27, Expedition 49.
  5. Defeat the Scavenger.
  6. Return to the boy.
  7. Receive music Record 16, Until Next Life.

Keep Monoco active for Glaise Earthquakes and other western enemy skills.

First Axon — Visages

Visages and Sirène can be completed in either order. This route uses Visages first.

Explore all three Vales before taking the Peak route.

In Joy Vale:

  • collect Journal 28, Expedition 69;
  • defeat a Contorsionniste with Monoco active for Contorsionniste Blast;
  • defeat Chapelier if its skill is still missing.

Contorsionniste Blast is especially important because the original Endless Tower does not contain a Contorsionniste. If you miss it here, later recovery exists on the Continent southwest of Endless Night Sanctuary or in Renoir’s Drafts.

In Sadness Vale, collect Journal 29, Expedition 39.

In Anger Vale:

  • enter the Manor through the cave route;
  • collect music Record 17, Verso, beside the piano;
  • in the adjoining room, collect Journal 30, Unknown — “…art can be a Window.”

First Axon

Defeat Visages. Because it is the first Axon in this route, First Axon unlocks after the boss.

Mandatory camp after the first Axon

Do not go straight to Sirène.

At camp, spend time with every companion who offers it. If Sciel has been kept current, another relationship step appears here. Take any immediate follow-up interaction the game offers.

Most importantly, repeatedly choose Check up on the others until the piano scene involving Verso and Maelle plays.

The scene awards Lettre à Maelle.

This record is available after the first Axon and must be obtained before Act II ends at Inside the Monolith. Obtain it immediately rather than testing the limit.

Connoisseur has 33 unique music-record identities but 34 possible acquisitions because Lumière is collected twice.

If Lettre à Maelle is missed:

  • Obtain the prologue Lumière from the Mime.
  • Obtain the second Lumière in Act III.
  • Collect every other available unique record.

With those conditions met, Connoisseur can still unlock on the 33rd qualifying acquisition even though only 32 unique identities are present.

Treat that as recovery, not the planned route.

If you miss both the prologue Lumière acquisition and Lettre à Maelle, the duplicate-Lumière recovery is unavailable.

Eastern coral-swim cleanup

Before Sirène, sweep the eastern routes opened after Old Lumière.

Buy music Record 19, Robe de Jour, for 1,000 Chroma from the merchant on the small beach south of Sirène.

Rescue Lost Gestral 6 on the small beach north of Coastal Cave.

Collect Journal 31, Expedition 43, on the eastern island near the Chromatic Reaper Cultist. This island requires the post-Old-Lumière coral/reef-breaking traversal.

At Gestral Beach, complete Gestral Game 4, the race.

The medal thresholds are:

  • Bronze: 45 seconds
  • Silver: 41 seconds
  • Gold: 38 seconds

For the Xbox achievement route, earn Gold, meaning 38 seconds or better.

Sprint continuously, carry momentum through jumps, pre-angle toward the next platform, avoid unnecessary pauses, and use the right wall near the final climbing split.

Verso’s Swimsuit II confirms the required Gold result.

In Sinister Cave, follow the right-side grapple route, cross back over the gap, then drop through the floor opening at the apparent dead end to collect music Record 20, Nocturne pour Lumière.

Second Axon — Sirène

At Dancing Classes, collect Journal 32, Expedition 55, on the right after the first groups of enemies.

Drop to the lower level of the fabric room with Monoco active to learn Bénisseur Mortar from the appropriate hostile enemy.

After the moving-platform/elevator sequence, collect Journal 33, Expedition 67, in the room immediately before the Dancing Arena/Crumbling Path progression.

Second Axon

Defeat Sirène. Since Visages was first, Second Axon unlocks here.

At the next camp, spend time with Sciel, Lune, Maelle, and Monoco again. Check optional scenes before leaving.

The Monolith

Monolith

Approach and enter the Monolith after both Axons are defeated. Monolith unlocks when the story reaches the structure.

Keep Monoco active.

In Tainted Meadows, take the side bridge for Évêque Spear if still needed and defeat the light-sword enemy for Clair Enfeeble.

In Tainted Waters, defeat the dark-sword enemy for Obscur Sword.

In Tainted Sanctuary, target all four Sakapatate variants as needed:

  • Catapult → Sakapatate Explosion
  • Ranger → Sakapatate Estoc
  • Robust → Sakapatate Slam
  • Ultimate → Sakapatate Fire

Ranger Sakapatate is absent from the original Endless Tower, so obtaining Sakapatate Estoc here is strongly recommended.

In Tainted Battlefield, use the Manor door at the path split near the tombstone.

  • Collect music Record 21, L’Amour d’une Mère.
  • Collect Journal 34, Aline.

In Tainted Lumière, circle the flower-stall area and use the grapple route across the broken terrain to collect Journal 35, Expedition 70.

Expeditioner

This unlocks when any character reaches level 33. A completion-focused run should reach it naturally during Act II or the Monolith.

Paintress

Defeat the Paintress at Monolith Peak. The achievement unlocks with the story and Act III begins.

Equip and master Painted Power as soon as practical. Its damage-cap removal is extremely valuable for endgame bosses.

Act III — Maelle

First Act III camp and Esquie cleanup

Leave camp once if necessary to trigger the Act III world-state scene, then return.

Speak to Sciel repeatedly until relationship level 7 is available.

Follow Esquie’s relationship chain. When Esquie asks for help recovering Urrie, follow the objective to François, complete the encounter, return to camp, and continue spending time with Esquie.

Plane, Train, and Submarine

Esquie’s traversal progression culminates at relationship level 6, when Underwater Diving is restored.

Combined with the earlier traversal abilities, this completes Esquie’s full ability set and unlocks the achievement.

Underwater Diving is required for Renoir’s Drafts and therefore for both Endless Light and Simon.

Esquie

Speak to Esquie again after obtaining diving and finish the final relationship scene. The achievement unlocks at relationship level 7.

Sciel

At the first Act III camp, Sciel can be taken through her remaining conversations without a separate loyalty dungeon.

Keep choosing Spend time together until she reaches relationship level 7.

At relationship level 6, receive music Record 22, Sciel.

The achievement unlocks at level 7.

Chroma Proficiency

Relationship level 7 unlocks a character’s level 3 Gradient Attack. Enter a durable battle, build the shared Gradient gauge to three full levels, then use any level 3 Gradient Attack.

Relationship quests to open now, finish when comfortable

Talk to Lune, Maelle, and Monoco until each gives the Act III objective blocking further relationship growth.

Lune points toward Sirène’s Dress.

Maelle points toward The Reacher.

Monoco points toward Sacred River.

These fights can be rough immediately after Act III starts. Unlock the objectives now and finish them during post-game cleanup if desired.

Return to Lumière

Enter final Lumière.

If you missed the Festival Old Key, the current build places a replacement near the docks after the first stairs. Pick it up now. After the story, return to Old Lumière Left Street and collect Fracture Survivor if necessary.

Keep Monoco active against the first floating sword enemies in the Harbour to learn Aberration Light.

Back to Lumière

The achievement unlocks through the story as the expedition returns to Lumière.

At Shattered Alley, when you reach the Opera House approach, do not enter immediately. Follow the walkway to the right and interact at the end so Esquie retrieves Journal 39, Expedition 60.

Inside the Opera House, collect the second Lumière music-record acquisition.

It is the same unique identity as the prologue record, but it counts as another acquisition for Connoisseur’s observed current behavior.

Always collect it.

If Lettre à Maelle was missed and you obtained the prologue Lumière from the Mime, the two Lumière acquisitions can supply the 33rd qualifying acquisition once every other available record has been collected.

In Lumière’s Gardens, defeat the Création miniboss with Monoco active for Création Void. This enemy respawns, so the skill is recoverable.

Finale

Proceed through the final mandatory battles.

After the final story boss, music record Our Drafts Collide is awarded automatically.

The End

Complete the finale. The final character choice changes the ending but has no separate Xbox achievement.

After the credits, load the latest save. You return to the final pre-ending state and can leave for the world map.

Do not select New Game+.

Post-Game — Relationships and Mid-Level Cleanup

Lune and Sirène’s Dress

Raise Lune to relationship level 5 and follow her objective into Sirène’s Dress.

Defeat the Chromatic Glissando, then continue behind the boss arena and collect Journal 36, Expedition 46.

This journal is part of the progression from Lune relationship level 5 toward level 6.

Return to camp and continue Lune’s conversations.

You receive music Record 23, Lune, at relationship level 6.

Lune

Keep spending time with Lune until she reaches relationship level 7. The achievement unlocks on the final conversation.

Maelle and The Reacher

Enter The Reacher on the elevated land west of Visages and climb to the top.

Keep Monoco active.

The Orphelins provide Orphelin Cheers.

The basket-carrying Échassiers around the Mountain section provide Échassier Stabs.

At Ladder Area, descend through the burnt-looking Orphelin section to the Manor entrance and collect Journal 37, Unknown — “You speak to me of perfection.”

At Foggy Area, collect Journal 38, Expedition 61, immediately before the balloon route toward Peak.

At the summit, complete Maelle’s solo encounter and return to camp.

Before continuing Maelle’s final relationship conversation, confirm you have a recent autosave.

Maelle

During Maelle’s decisive camp conversation, select the response explicitly marked (Truth).

Do not select (Lie).

The truth response allows the relationship to advance. Continue speaking to Maelle until she reaches level 7.

Choosing (Lie) blocks level 7 on that playthrough. Reload immediately if you make the wrong choice.

Monoco and Sacred River

Travel to Sacred River north of Monoco’s Station once Monoco’s relationship objective is active.

Complete the Golgra encounter using Verso and Monoco, then leave and return to camp.

Buy music Record 24, Children of Lumière, for 1,000 Chroma from the Gestral merchant opposite Sacred River if not already purchased.

Reaching Monoco relationship level 6 awards music Record 25, Monoco.

Monoco

Continue spending time with Monoco until relationship level 7. The achievement unlocks on the final relationship interaction.

The relationship-only Gradient Attacks Sanctuary and Break Point are separate from Feet Collection and do not count toward Monoco’s 46 regular skill slots.

Post-Game — World Cleanup

Endless Tower, first pass

The original Endless Tower is one of the best cleanup tools because its 11 stages contain three trials each and cover most of Monoco’s enemy roster.

Keep Monoco in the active party whenever a trial contains an enemy whose foot icon is still visible.

Do not assume the Tower provides a fixed 45/46 subtotal. The original Tower does not contain every required source.

Three skills deserve explicit external verification:

  • Contorsionniste Blast
  • Grosse Tête Whack
  • Sakapatate Estoc

The v1.5.0 high-end rematches added after the original Tower are not required for the Xbox achievement.

“Endless”

Complete the original 11 stages, all three trials per stage, for 33 required fights.

The achievement unlocks after Stage 11 Trial 3.

The original Tower also provides:

  • Duallist Storm from Dualliste, including Stage 1 Trial 3.
  • Lampmaster Light from Lampmaster, including Stage 2 Trial 3.
  • Création Void from Création, including Stage 11 Trial 2.
  • many other enemy-derived Monoco skills.

The final original trial awards a Perfect Chroma Catalyst and the music record Clea.

Canvas, Red Woods, and cavern journals

Visit The Canvas and take the Manor Family Canvas from the large painting.

This requires Act III flight.

In Red Woods, help Bénisseur by making all four payments:

  • 5,000
  • 10,000
  • 25,000
  • 50,000

Total cost: 90,000 Chroma.

Receive Recovery. This completes Nevron quest 7. Leave Bénisseur alive.

In Stone Wave Cliffs Cave, collect Journal 40, Expedition 54, beside the Chromatic Hexga. The Hexga does not need to be defeated merely to collect the journal, though you may fight it for other reasons.

In Crushing Cavern, defeat the Giant Sapling blocking progress, continue behind it, and climb the rope to collect Journal 41, Expedition 45.

Frozen Hearts

At Icebound Train Station, collect Journal 42, Expedition 51, in front of the large door after the train car.

At Glacial Falls, take the left route up the stairs and continue to the end of the train tracks.

Speak to the Danseuse Teacher and accept the dance.

Parry the entire sequence successfully. Failure is harmless and can be retried.

Receive Lune’s Danseuse outfit. This completes Nevron quest 8.

Take the right-side cave route from Glacial Falls into the underground Manor entrance and collect music Record 28, Clea! Don’t Pull Your Sister’s Hair!

Inside the Manor, place the Manor Family Canvas into the empty frame on the entrance stairwell.

The newly opened room contains Journal 43, Unknown — “…people come and people go.”

Finish Frozen Hearts and defeat the Gargant for the Eternal Ice requested by the Monoco’s Station merchant.

Raised islands and Sprong

Fly to the raised land west of Forgotten Battlefield and collect:

  • Journal 44, Julie.
  • Journal 45, Verso.

Sprong stands in the water west of Blades Graveyard. Fight it now rather than earlier.

Sprong

Defeat Sprong. The achievement unlocks with the kill.

You also receive Cheater, one of the most useful endgame Pictos because it grants consecutive turns.

In White Sands, collect music Record 29, Aline, near the wrecked boat.

The Crows, eastern airspace, and remaining Lost Gestrals

Enter The Crows and collect Journal 46, Expedition 34, immediately near the entrance flag.

On the large eastern landmass, enter the Manor door near the southern water and interact with the wardrobe to reveal the hidden room containing music Record 30, Forlorn.

The Chromatic Pétank begins on the north side of this broad area. Chase it south through the water until it reaches its platform.

Carreau Parfait

Defeat the Chromatic Pétank.

It summons smaller Pétanks that can flee, so control or burst them quickly.

Now finish the Lost Gestral set:

  • Lost Gestral 7: high floating island south of Endless Tower.
  • Lost Gestral 8: fly-accessible location slightly northeast of The Reacher.
  • Lost Gestral 9: eastern red-forest region, south side of the path opposite Endless Night Sanctuary.

Lost Gestrals

The achievement unlocks when Lost Gestral 9 completes the set of nine.

Return to camp and speak to Sastro afterward for the final rescue rewards.

Final Nevron quests

Before visiting Blanche, your Aiding the Enemy ledger should show these eight earlier quests resolved:

  1. Jar — Healing Tint Shard after Resin, staff ignition, and final conversation.
  2. Demineur — Deminerim.
  3. Bourgeon — grown state, Colour of Lumina, and final conversation after leaving/re-entering.
  4. Hexga — Auto Shell plus final conversation.
  5. Troubadour — Healing Parry after all three note sequences and reward dialogue.
  6. Portier — Protecting Heal.
  7. Bénisseur — Recovery after 90,000 Chroma total.
  8. Danseuse — Lune’s Danseuse outfit.

Do not attack any of these friendly Nevrons before Aiding the Enemy unlocks.

Now enter Floating Cemetery.

Chalier is the friendly Nevron past the flag.

Speak to Chalier and choose any weapon for its trial.

Follow it into the building and defeat it.

Speak to Chalier again afterward.

When Chalier asks you to end its life, honor the request.

This is the recommended route because it awards Auto Powerful and remains compatible with Blanche’s favorable resolution.

Refusing Chalier can still count toward Aiding the Enemy, but forfeits Auto Powerful. Chalier’s requested death is therefore recommended for reward completeness, not because the death itself is the achievement trigger.

Before entering The Fountain, do a quick verification sweep of any Nevron whose final state you are uncertain about. Jar, Bourgeon, Hexga, and Troubadour are the most common incomplete states.

Then visit The Fountain and speak to Blanche.

If you followed the route and preserved the other friendly Nevrons, Blanche resolves peacefully and awards 100 Colour of Lumina.

A hostile Blanche is not automatically achievement failure. If earlier quest states are complete, defeating hostile Blanche can still resolve her qualifying quest. The peaceful branch remains the planned route because its reward is superior.

After Blanche, continue to the rear/southeastern end of The Fountain and collect Journal 47, Expedition 84 / Yasmine.

Aiding the Enemy

Aiding the Enemy uses exactly 10 Nevron questlines:

  1. Jar
  2. Demineur
  3. Bourgeon
  4. Hexga
  5. Troubadour
  6. Portier
  7. Bénisseur
  8. Danseuse
  9. Chalier
  10. Blanche

The achievement unlocks when all 10 qualifying quest states are registered complete. Blanche is routed last for safety, but she does not mechanically have to be the literal tenth trigger.

If Aiding the Enemy does not unlock:

  1. Revisit every surviving friendly Nevron.
  2. Exhaust all dialogue.
  3. Prioritize Jar, Bourgeon, Hexga, and Troubadour.
  4. If Blanche was hostile, defeat her and finish the resolution.
  5. If you accidentally killed a friendly Nevron earlier, do not immediately assume the run is dead. Complete every other quest and test the current playthrough before resorting to New Game+.

Do not voluntarily kill surviving friendly Nevrons until Aiding the Enemy has visibly unlocked.

Final Gestral game and journal

Fly to the Gestral Beach near the Sunless Cliffs side containing the climbing wall.

Climb while avoiding the descending flaming projectiles.

Reaching the physical top is not enough. Speak to the Grandis/Gestral at the summit and finish the reward interaction.

Maelle’s Swimsuit confirms completion.

Gestral Games

The complete five-game requirement is:

  1. Obstacle Course — finish and complete the final interaction. Verification: Lune’s Swimsuit I.
  2. Beach Raft Volley — defeat Normal. Verification: Lune’s Swimsuit II.
  3. Gestral Ascension — reach the summit and complete the reward interaction. Verification: Monoco’s Swimsuit.
  4. Gestral Race — earn Gold, 38 seconds or better. Verification: Verso’s Swimsuit II.
  5. Climbing Wall — reach the summit and finish the final interaction. Verification: Maelle’s Swimsuit.

The strongest Raft Volley opponent is optional and Sciel’s swimsuit is not required.

If Gestral Games does not unlock after the climbing wall, check the two graded requirements first:

  • Raft Volley Normal.
  • Race Gold.

Then verify the three binary game rewards.

Collect Journal 48, Expedition 37, beside the Gestral Beach entrance/exit before leaving.

Flying Casino, Serpenphare, and the last Workshop entrance

At Flying Casino, collect music Record 31, Reveries dans Paris, outside behind/beside the casino building.

Buy music Record 32, Linen and Cotton, for 1,000 Chroma from the Gestral merchant beside Isle of the Eyes.

Serpenphare flies over the eastern side of the map above White Sands. Its defining mechanic is draining party AP and then covering itself with shields. Bring AP recovery and remove the shields efficiently.

À On

Defeat Serpenphare. The achievement unlocks with the kill.

The boss also awards a Perfect Chroma Catalyst.

Weapon Mastery

A weapon’s maximum level is 33.

Upgrade one weapon normally to level 32, then use a Perfect Chroma Catalyst for the final 32-to-33 upgrade.

The achievement unlocks when the weapon reaches level 33.

Enter the third Painting Workshop portal on the floating island east of Sirène.

Reach the Faceless Boy, take Shape of the Beast, and install it on the central Lampmaster statue. With all three pieces installed, the rear area opens.

Noir et Blanc

Defeat the Lampmaster at the end of the completed Painting Workshop.

During its lamp-sequence mechanic, note the order in which the lamps light and shoot them in that same order on your turn.

Speak to the Faceless Boy afterward for another Perfect Chroma Catalyst.

Do not rely on this Painting Workshop Lampmaster as your sole source for Monoco’s Lampmaster Light. If that skill is still missing, use Endless Tower Stage 2 Trial 3 or Flying Manor.

Flying Manor

Fly to the western sky area containing Flying Manor.

Four routes branch from the Central Plaza. Clear each route and its boss to open the path to Clea.

Keep Monoco active for missing skills.

Flying Manor is especially useful for:

  • Duallist Storm
  • Lampmaster Light
  • Grosse Tête Whack

The Flying Manor Grosse Tête is repeatable, so missing the one-time Continent Grosse Tête does not make Feet Collection missable.

Clea

After the four route bosses are defeated, enter the opened rear path and fight Clea.

Clea heals at the end of her attack sequence unless you parry every hit and land the resulting counter. Dodging keeps you alive but does not stop the heal.

Either learn the full combos or arrive with enough endgame burst to overwhelm the healing.

The achievement unlocks when Clea is defeated.

Feet Collection

Feet Collection requires all 46 regular Monoco skills.

The three Gradient Attacks are separate and do not count.

Row 1

  1. Chalier Combo — starting skill
  2. Stalact Punches — starting skill
  3. Pèlerin Heal — Pèlerin
  4. Braseleur Smash — Braseleur
  5. Ramasseur Bonk — Ramasseur
  6. Troubadour Trumpet — Troubadour
  7. Duallist Storm — Dualliste
  8. Création Void — Création

Row 2

  1. Abbest Wind — Abbest
  2. Lancelier Impale — Lancelier
  3. Portier Crash — Portier
  4. Évêque Spear — Évêque
  5. Chevalière Ice — Gold Chevalière
  6. Chevalière Thrusts — Steel Chevalière
  7. Chevalière Piercing — Ceramic Chevalière
  8. Aberration Light — Aberration

Row 3

  1. Démineur Thunder — Démineur
  2. Bruler Bash — Bruler
  3. Cruler Barrier — Cruler
  4. Luster Slices — Luster
  5. Contorsionniste Blast — Contorsionniste
  6. Boucheclier Fortify — Boucheclier
  7. Chapelier Slash — Chapelier
  8. Grosse Tête Whack — Grosse Tête

Row 4

  1. Sakapatate Explosion — Catapult Sakapatate
  2. Sakapatate Estoc — Ranger Sakapatate
  3. Sakapatate Slam — Robust Sakapatate
  4. Sakapatate Fire — Ultimate Sakapatate
  5. Bénisseur Mortar — Bénisseur
  6. Ballet Charm — Ballet
  7. Orphelin Cheers — Orphelin
  8. Échassier Stabs — Échassier

Row 5

  1. Cultist Blood — Greatsword Cultist
  2. Cultist Slashes — Reaper Cultist
  3. Hexga Crush — Hexga
  4. Rocher Hammering — Rocher
  5. Lampmaster Light — Lampmaster
  6. Moissonneuse Vendange — Moissonneuse
  7. Clair Enfeeble — Clair
  8. Obscur Sword — Obscur

Row 6

  1. Potier Energy — Potier
  2. Sapling Absorption — Sapling
  3. Jar Lampstorm — hostile Jar
  4. Gault Fury — Gault
  5. Glaise Earthquakes — Glaise
  6. Danseuse Waltz — Danseuse

The original Endless Tower provides most, but not all, of this grid.

After clearing the Tower with Monoco active, explicitly check these three external gaps:

  • Contorsionniste Blast — Visages, Continent southwest of Endless Night Sanctuary, or Renoir’s Drafts.
  • Grosse Tête Whack — repeatable Flying Manor Grosse Tête.
  • Sakapatate Estoc — Ranger Sakapatate in Ancient Sanctuary or Inside the Monolith.

Chevalières

  • Gold → Ice
  • Steel → Thrusts
  • Ceramic → Piercing

Sakapatates

  • Catapult → Explosion
  • Ranger → Estoc
  • Robust → Slam
  • Ultimate → Fire

Useful recovery sources:

  • Duallist Storm — Endless Tower Stage 1 Trial 3 or Flying Manor.
  • Lampmaster Light — Endless Tower Stage 2 Trial 3 or Flying Manor.
  • Création Void — final Lumière, Endless Tower Stage 11 Trial 2, or Renoir’s Drafts.
  • Contorsionniste Blast — outside the original Tower as listed above.
  • Grosse Tête Whack — Flying Manor.

Friendly Nevron quest-givers do not need to be killed for Feet Collection. Hostile representatives and endgame recovery sources provide the relevant feet.

If all 46 regular slots appear filled but the achievement does not register:

  1. Verify Steel Chevalière, Ranger Sakapatate, Grosse Tête, Contorsionniste, and Lampmaster.
  2. Save and reload or fully restart.
  3. Fight another foot-bearing enemy with Monoco active if one remains.
  4. Do not grind relationship Gradient Attacks as a Feet Collection requirement.

No regular Monoco skill is permanently missable on the current build, and New Game+ is unnecessary.

Level 66 checkpoint

Trailbreaker

Trailbreaker unlocks when any character reaches level 66.

The Endless Tower, Flying Manor, Sprong, Serpenphare, and other endgame bosses should push the party past this naturally.

Do not stop for a dedicated level grind at 66.

Final Endgame — Renoir’s Drafts and Simon

Renoir’s Drafts entrance

Renoir’s Drafts requires Esquie’s Underwater Diving ability from relationship level 6.

Use the submerged world-map point south between Visages and Sirène.

From the Entrance flag, descend the ramp, use the nearby grapple route to reach the upper structure, and follow it to the music record Endless Light.

Endless Light is one of the canonical 33 unique music-record identities.

Connoisseur

Connoisseur has a canonical unique-record set of 33 identities.

There are 34 possible acquisitions because Lumière can be collected twice.

The 33 unique identities are:

  1. Alicia
  2. Alicia’s Birthday Party
  3. Aline
  4. Aline’s Glasshouse
  5. Children of Lumière
  6. Clea
  7. Clea! Don’t Pull Your Sister’s Hair!
  8. Endless Light
  9. Forlorn
  10. Goblu
  11. Gustave
  12. Honeymoon in Lumière
  13. L’Amour d’une Mère
  14. Le Grand Café de Lumière
  15. Lettre à Maelle
  16. Lights of the Past
  17. Linen and Cotton
  18. Lost Voice
  19. Lumière
  20. Lune
  21. Monoco
  22. Nocturne pour Lumière
  23. Nocturne pour un masque de tristesse
  24. Our Drafts Collide
  25. Our Painted Family
  26. Renoir
  27. Reverence
  28. Reveries dans Paris
  29. Robe de Jour
  30. Sciel
  31. Un 33 Décembre à Lumière
  32. Until Next Life
  33. Verso

Use the gramophone to reconcile the unique names.

The planned route is all 33 unique identities.

Because this route also collects Lumière twice, Connoisseur may unlock before Endless Light if the 33rd qualifying acquisition occurs earlier. Endless Light still completes the canonical unique set.

The important safeguard is Lettre à Maelle:

  • Defeat the first Axon.
  • Return to camp.
  • Repeatedly choose Check up on the others.
  • Watch the Verso/Maelle piano scene before completing Inside the Monolith.

If Lettre à Maelle was missed but both Lumière pickups were obtained, every other available unique record can still allow Connoisseur to unlock on qualifying acquisition #33.

That duplicate-Lumière behavior is verified recovery behavior, not the planned collection method.

If the prologue Lumière and Lettre à Maelle were both missed, this recovery is unavailable.

If Connoisseur appears complete but does not unlock, load the save on the current patched build before assuming replay is necessary.

Do not enter New Game+ simply to collect one missing record. Music-record achievement progression resets for a new qualifying collection run rather than providing a guaranteed one-record recovery.

Continue through Renoir’s Drafts.

Defeat the Chromatic Création on the optional upper route if you want another Perfect Chroma Catalyst or still need Création Void.

The Abyss and Simon

Reaching Simon requires:

  • Act III.
  • Esquie relationship level 6.
  • Underwater Diving.
  • Renoir’s Drafts progression.
  • The Abyss.

Before entering The Abyss, reconcile the journal set.

You should have 48 non-Simon journals.

The full journal contract contains 40 numbered Expedition journals and 9 non-numbered journals.

The 40 numbered Expedition journals are Expedition 34 through Expedition 70 inclusive, Expedition 78, Expedition 81, and Expedition 84.

The 9 non-numbered journals are Verso, Aline, Renoir, Unknown — “…people come and people go”, Unknown — “…art can be a Window”, Unknown — “You speak to me of perfection”, Fracture Survivor, Julie, and Simon.

Expedition 58 is one of the 40 numbered journals even though it is awarded automatically by the story.

Before Simon, manually verify these eight special non-Simon entries:

  • Verso
  • Aline
  • Renoir
  • Unknown — Manor Family Canvas room
  • Unknown — Visages / Anger Vale
  • Unknown — The Reacher / Ladder Area
  • Fracture Survivor
  • Julie

The Journal menu reliably records acquired entries but does not provide a perfect empty-slot checklist, so use the route manifest rather than assuming the interface visibly shows 48/49.

From the Golden Tree section, enter the portal to The Abyss and prepare both your main party and reserves.

Simon has two major phases. He can remove a defeated party member from the fight if that character is not recovered immediately, so automatic survival or revive effects are valuable.

In the later phase, he can force the active trio out and bring in reserves, so do not leave the backup party completely unequipped.

Peace At Last

Defeat Simon once. The achievement unlocks with the victory.

After the fight, pick up Journal 49, Simon, where he had been sitting.

Follow The Trail

Follow The Trail requires 49 journals.

Act I

  1. Expedition 81 — Spring Meadows
  2. Expedition 68 — Flying Waters
  3. Expedition 53 — The Small Bourgeon
  4. Expedition 63 — Ancient Sanctuary
  5. Expedition 52 — Gestral Village
  6. Expedition 66 — Esquie’s Nest
  7. Expedition 62 — Continent north of Gestral Village
  8. Expedition 38 — Yellow Harvest
  9. Expedition 44 — Yellow Harvest
  10. Expedition 59 — Yellow Harvest
  11. Expedition 78 — Stone Wave Cliffs
  12. Expedition 56 — Stone Wave Cliffs
  13. Expedition 50 — Stone Wave Cliffs

Early Act II

  1. Expedition 64 — Continent shore south of The Meadows
  2. Expedition 36 — White Tree
  3. Expedition 41 — Forgotten Battlefield
  4. Expedition 57 — Forgotten Battlefield
  5. Expedition 48 — Stone Quarry
  6. Expedition 65 — Monoco’s Station
  7. Expedition 47 — Continent near Monoco’s Station

Old Lumière

  1. Fracture Survivor — Left Street broken pipe, behind Old Key gate
  2. Renoir — Manor bedroom
  3. Expedition 58 — automatic story award after Old Lumière
  4. Expedition 42 — post-completion Old Lumière return

Western/Axon Route

  1. Expedition 40 — northwest island after reef breaking
  2. Expedition 35 — Falling Leaves
  3. Expedition 49 — Falling Leaves after boy/Lady of Sap route
  4. Expedition 69 — Visages, Joy Vale
  5. Expedition 39 — Visages, Sadness Vale
  6. Unknown — “…art can be a Window” — Visages, Anger Vale Manor

Eastern Act II

  1. Expedition 43 — eastern island after reef breaking
  2. Expedition 55 — Sirène
  3. Expedition 67 — Sirène

Monolith

  1. Aline — Tainted Battlefield Manor
  2. Expedition 70 — Tainted Lumière

Act III

  1. Expedition 46 — Sirène’s Dress after Lune relationship level 5 and Chromatic Glissando
  2. Unknown — “You speak to me of perfection” — The Reacher Manor
  3. Expedition 61 — The Reacher
  4. Expedition 60 — final Lumière Opera House approach

Endgame World Cleanup

  1. Expedition 54 — Stone Wave Cliffs Cave
  2. Expedition 45 — Crushing Cavern
  3. Expedition 51 — Frozen Hearts
  4. Unknown — “…people come and people go” — Manor hidden room opened with Manor Family Canvas
  5. Julie — raised platform west of Forgotten Battlefield
  6. Verso — same raised platform
  7. Expedition 34 — The Crows
  8. Expedition 84 / Yasmine — The Fountain
  9. Expedition 37 — Gestral Beach near the climbing-wall activity
  10. Simon — The Abyss after defeating Simon

If every earlier journal was collected, Simon’s journal completes the set and unlocks Follow The Trail.

If Fracture Survivor is the only missing entry because you skipped the Festival Old Key:

  1. Collect the replacement Old Key in final Lumière.
  2. Return to Old Lumière Left Street.
  3. Enter the broken pipe.
  4. Open the gate.
  5. Take Fracture Survivor.

The historical pickup/save journal bug received fixes in both patch 1.4.0 and patch 1.5.3. Patch 1.5.3 included retroactive restoration for affected saves.

If an older save appears to have lost a journal or Follow The Trail should already be complete, load that save on the current build before assuming replay is necessary.

Final level grind

Finish every other achievement before deliberately grinding experience.

The side content above should leave your main characters well into the 80s or 90s.

A repeatable endgame option is the Gestral Merchant in Renoir’s Drafts near the Golden Tree route. Build one strong character to wipe the merchant group quickly, repeat the fight, and keep the game on Story difficulty if you want the shortest clean finish.

Survivor

Reach level 99 with any character.

The achievement unlocks as soon as one character reaches 99.

If Survivor is your final achievement, the Xbox list is now complete at 55 achievements and 1,000 Gamerscore.

Something broken or updated?

0 update requests

Sign in to request an update