Start here: how this Sea of Stars guide works
Twenty-five chapters in route order, pages for the true ending, side quests, Wheels, recipes and fishing, and seven more chapters for the DLC.
Sea of Stars (Sabotage Studio, 2023) follows Valere and Zale, two Children of the Solstice, from their home village of Mooncradle across a whole archipelago and beyond. This walkthrough covers the base game from the first camp to the Fleshmancer’s Lair. Each chapter opens with a checklist of its chests, Rainbow Conches, recipes, combo skills and bosses, then walks you through the area in order. The free *Throes of the Watchmaker* DLC, which you can only start after beating the game, has its own group of chapters at the end, beginning with DLC chapter 1.
How the chapters work
- The game has no chapters of its own — the split here follows its natural stops: a town, a dungeon, a boss. Read the chapter before you enter an area and tick things off as you go; your progress is saved in this browser.
- Chests that can only be opened later (once you have a new tool, or after a story event) stay in the checklist of the area they’re in, marked Later with what they need. When you get that tool, it’s worth going back through earlier chapters to sweep them up.
Battle basics worth learning early
- The academy tutorials in Chapter 1 teach the core of every fight:
- Timed hits: press the button again as an attack connects for extra damage.
- Timed blocks: press it as an enemy hit lands to take much less damage. Most bosses are about blocking well.
- Locks: when an enemy charges a big move, icons appear above it. Each hit of a matching type removes one; clear them all to cancel the move, or weaken it.
- MP: normal attacks give MP back, so skills and basic attacks alternate naturally.
- Every level-up lets you choose a bonus. None of them is a trap — pick what suits the character.
- Combo skills, like Mending Light in the Forbidden Cavern, use two or more characters at once and cost combo gauges, which fill as you fight.
The true ending in brief
- The real ending needs the game beaten first, then seven pillars lit in the Moorlands ruins. Each pillar is one goal:
| Pillar | What it takes |
|---|---|
| Rainbow Conches | All 60. Every chapter lists the ones in its area. |
| Mirth | Build the town completely: four building plans (rewards for Rainbow Conches) and four residents. |
| Docarria ruins | The light puzzles around the world. |
| Solstice Shrines | All five — two can be done early, three need flight. |
| The Coliseum | Every tier of fights in Brisk. |
| Duke Aventry | His side quest, which starts in the Flooded Graveyard. |
| The Queen that Was | An optional, very hard fight. |
- The full route, with the four Mirth residents and the fishing dungeon that follows the pillars, is on the true ending page.