Caves of Qud

Caves of Qud

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A True(Dog)kin's guide to 100% Achievements in Qud
By BEASTESS 🐺
WHAT I WILL DO IN THIS GUIDE:

  1. Give you detailed instructions on the methods that I took in completing each Achievement in Caves of Qud.
  2. Spoiler and hide any related story or hidden Achievements, lore, ect so that this guide can be searched through without having major stuff ruined for you.
  3. Bark at you if you try and Ctrl + F the phrase "Doggo Supremacy" and post its relevant text in the comments. (Do not do this, it makes Resheph very upset.)

WHAT I WILL NOT DO IN THIS GUIDE:
  1. Give you every possible method for getting an Achievement in Caves of Qud. Yes, there are multiple methods, and yours may differ from mine. I will not debate on what is the 'fastest' or 'best' method, but simply show you my own, and other methods I have seen success with from friends.
  2. Spoil the story in any way shape or form OUTSIDE OF ACHIEVEMENTS THAT ARE REQUIRED TO HAVE SOME THINGS SPOILED.
  3. Teach you the inner workings of the Dogkin's Psycho-mechanical periapsis. Some secrets are best kept as such.

Oh and some cheevs might be so big they end up in their own dedicated categories, I started out expecting this guide to be like 6 sections. It is now over 20. Lmao

WISHES WILL NOT BE TALKED ABOUT, USED, OR ENTERTAINED AT ALL IN THIS GUIDE. THEY ARE CHEATING AND STINKY AND IF YOU USE THEM TO CHEAT YOU SHOULD BE THROWN INTO THE SUN. Okay the guide can start now.
   
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Introduction, things to take note on, ect
So explanations first, for the people who want to read through this and not just use the search function to find the specific Achievement they are looking for. (Nothing wrong with that, but I know some of you will want to know how this is gonna work.)

First and foremost, I will be breaking the games Achievements into 6 categories.
  1. Achievements you will get just from playing.
  2. Achievements you are likely to get on a long playthrough, or with a bit of searching.
  3. Achievements you are extremely unlikely to find unless you know how to get them, or go searching extensively.
  4. Achievements that are downright impossible to get without following a specific method and know you are searching for them.
  5. Achievements that are related to the main story quest line, the games various endings, or the REDACTED bosses.
  6. The most frustrating sh*t imaginable in gaming.

From there on, the Achievements will be listed in several varying orders. Alphabetical, grouped by relevancy to each other, then spoilered if they are a hidden Achievement. Will I stick to this perfectly? Hell no. Will it make things confusing, probably! :3

Secondly, a large majority of tricks and tips will have links to either a youtube video method that someone has made (because I am too lazy to make my own and store bought is fine.) or a Caves of Qud wiki page which gives greater detail on the things that I am speaking on.

Why am I choosing to do these two things? Because one, the wiki is an incredible source of information and remains 99% up to date and relevant on most pages, and was a huge source of how I developed my own methods for doing things. Every page is a lexicon of great knowledge and lore and the people who put work into it deserve to have their work as widespread and seen as possible. They are heroes to this community. And two, because I hate recording youtube videos, so if I can credit someone else for recording what I do not want to imma do that. Because I am lazy :) Oh also steam guide text limits are a complete pain in the rear to work around, so compacting things into external links is the easiest way to make sections beefy and within the character limit of each section.

My recommendations: First, please do not try and get any of the insanely rare Achievements on Classic mode. Anything outside of the easy category for the average player is going to be incredibly frustrating, or down right impossible. I am not your mom, and I won't tell you what to do. But I recommend that most people have a point they can go back to if they mess up. But you do you, if you wanna get the Crystal Delight on a level 5 esper in Classic, that is your prerogative and I support you :)

Secondly I think that everyone who plays Qud should enjoy at least a couple playthroughs before they consider going for 100% :) Don't be in a rush, this game is one of the best pieces of media ever made, and should be enjoyed in every stage of the adventure as much as you can before you pick up the 100% grind. Because I won't lie, some of the Achievements in this game will really make you want to take a break, or outright quit all together. So please, heed my warning if you are new, enjoy your time with Qud.

Live, breathe, learn, die, drink.
Tech, tips, and setup.
THIS SECTION IS FOR PEOPLE WHO WANT TO LEARN ABOUT METHODS TO MAKE THE HARDER STUFF LESS HARD

Tili Abduction

Quick rundown of why you want to do this. For a lot of the more annoying Achievements that require you to gain late/endgame gear, crafting components, or items. Absolute Unit, Cubic and Wisest Human, and My Many Facets to name a few. It can be a complete pain to go back and forth between merchants, waiting for them to restock, and often those merchants do not give you what you want due to their zone tier.

What does this mean? It means we want to find the best merchant there is within the highest zone tier, and abuse their inventory to gain what we are looking for. To explain further...

Every single parasang in Qud has a 'Zone Tier.' From the lowest on the left portion of the map, where you start the game, and highest in the endgame areas such as near Yd Freehold, and the Moon Stair. We want to find merchants that are within the highest zone tier, transport them to a central hub if they are not already within one, and clone them as much as possible. Thus, we are going to choose a very specific victim for this process. If you want to learn about zone tiers this wiki article is what you are looking for.[wiki.cavesofqud.com]

Inside of Yd Freehold is a merchant called Tillifergaewicz [Tilly-fur-gah-wiks] or Tili for short. She is the only Tier 7 merchant who spawns guaranteed in the world. This means she will spawn many many different items that we will want for a long playthrough that requires a metric crap ton of rare items. Of which you can see the different tiers and tables here.[wiki.cavesofqud.com]

Now I know what you are thinking. Why not Santalalotze? Well four main reasons.
  1. Santa resides within the city of Chavvah which is not only exceptionally annoying to reach if you are underleveled, but can be down right impossible if you are unlucky. By all means you can go for xem when you are in the late game and replace my method for Tili for this little rat, but that is up to you, and the table difference is quite minimal save for the occasional additional Zetachrome weapon.
  2. Using either of the methods that I use to abduct NPCs can make factions hostile for a portion of time. You really do not want this to happen if you are planning on completing If, then, else. Or The Golem. Yes factions will become docile after some time, but this can throw a wrench into the works if it happens. You really do not want to botch/softlock a late game playthrough, it hurts so much.
  3. Santa is level 40, versus Tili who is only level 26. This makes mind controlling much much easier.
  4. Santa is also not a "Mobile Creature" what does this mean? Well xe cannot move, period. The only way you can move as xem is via recoiler. So you could teleport via dropping a recoiler but once you are at the destination, you are gunna be stuck there for good. This ALSO means that the method I use, with a love injector does not work. Because immobile creatures will not follow you after a teleportation. Domination is the only way to make this work, and I will explain why that is annoying and sucks in the section below called BIG NOTE.

The Method

Setup: You will need...
  • A love injector
  • A recoiler to a place of your choosing*
  • Free space in your backpack.

Now.
  1. Equip the love injector in your main hand. (This is denoted by a green asterisk next to that limb, and can be changed within the inventory screen.) AND REMOVE ALL OTHER WEAPONS!
  2. Attack Tili with a melee swing until you make her fall in love with you. **
  3. Sprint north until you reach the staircase, IGNORE KRKA AND THE RANDOM NPC THAT SPAWNS WITH THEM***, go up, and travel East until you enter the next tile. Now teleport with your recoiler.
  4. Plop Tili down on a tile close to spawn, a bed, or wherever you please really. Then command her to stay on that spot. Next rid her of all her belongings, this step is not necessary, but free stuff is free stuff, and her inventory is going to reset upon the next merchant restock anyways.
  5. Now go run off for the next 3,000 or so turns. When the love injector wears off she ill be sitting where you left her, and ready to be cloned, farmed, and used as essentially a free merchant inventory reset tool :) From here you want to clone her as often as you can, check her inventory for things like metamorphic polygel, Crystals of Eve, injectors, Zetachrome weapons, and ingredients.

Notes:
* typically I do my home town, or Ezra (because my beloved wife Yla Haj is there.)
** Keep in mind for every level difference between yourself and Tili, there is a 1% chance that the love injector may fail. You may wish to use Precognition or a Sphinx Salt injector to avoid failure if you only have on injector.
*** Additionally you may throw a stasis grenade at them, but you do not want to aggro Tili on them or she might stay and fight to the death.

BIG NOTE:
Okay to avoid debate I will answer the question. Why not Domination/Proselytise/Beguile? These are fine, however.

  1. Beguile does not work on Plants due to their innate Mental Shield.[wiki.cavesofqud.com]
  2. I was gunna do a calculation on Proselytize to show how weak it is compared to Dom and if Beguile worked, but instead I will just say. "It's stinky."
  3. Domination's effect take into account, level, mental armor, ego modifier, and mutation rank to determine a successful conversion/domination. This is much more than a simple level difference and successful melee attack.
  4. Being a mental mutation, Domination basically excludes Chimeras and most Truekin. (Rebuke Robot and Ganglionic Teleprojector will not work on Tili since she is organic.)
  5. Domination lasts WAY less turns than a love injector. At mutation rank 29 it has the BASE amount of turns as the lowest a love injector can give, at 3,000 turns. This caps at 3,100 at rank 30, and love injectors can go up to 3,600 turns. Now you are never going to need that amount of turns, but if you don't have a recoiler, and want to do this the hard way and walk all the way to a new settlement this will be extremely annoying or unfortunate. (The way around this would be to drop your recoiler and pick it up once you end domination if you want to try it though. But now you are down one recoiler.)

Phasing, Teleportation, and Corrosive Gas Generation.
All three of these mutations can be used through a variety of means to skip quest stages, abuse sequence breaks, and get things easier or sooner than expected. I will go over this in a fair amount of achievements, so if you are planning on getting a ton in one run, you may wish to start them off with one or more of these mutations just to make it easier.

I will add speedrun stuff here
(probably)
Simple Achievements
Welcome to Qud


Die.
LegoYodaDeathSound.Wav

0 for 2


Die of thirst
Warning: This kills your character.
Super simple, dump your water on the ground, travel on the overworld map and ignore the prompts asking if you want to stop when you are dying of thirst. Eventually your hp will tick to zero, and you are done.


A Clammy Reception


Enter Mak's clam in the Yd Freehold.
Go to the top left in Yd Freehold, and enter Mak's Clam. You can't miss it, and he quite literally tells you to do it!


Aaaaaaaaargh!


Overdose on a hulk honey tonic.
Take a inject yourself with an injector, follow it up with a Hulk Honey. Or take two Hulk Honey.

Note: Having the perk Juicer will require you to take two tonics, then have the third be Hulk Honey.

Note 2: Salve injectors, Ubernostrum injectors, Legendary Artifact injectors, and Sphinx Salt injectors (if you are a Truekin) will not cause an overdose.


Cosmo-Chronoaut


Enter 25 spacetime vortices.
Grab the Space-Time Vortex at character creation and just spam those mfs. Takes around 5 or 6 minutes of your time. If for whatever reason you don't want to do this n-Dimensional starshell's have this mutation and use them quite frequently when aggressive.


Dark Tidings


Foresee your own death.

If mutant
> Use Precognition
> Die
> Achievement get. *bark!*

If Truekin
>Use Sphinx Salt Injector
> Die
> Achievement get. *bark!*

Just make sure you die before the vision ends, it will prompt you to either accept death, or go back to when you activated the ability or injector, seeing your own death is enough to get the achievement, what happens after does not matter.

Eat an Entire Bear


Kill a bear and eat it. Just eat an entire bear.
What it says on the tin. You find a bear, kill it, devour the corpse.

Notes: If you have butchering ensure you disable it, else you will turn the corpse into meat rations.
You must be either have the physical defect Carnivorous or be Famished to eat the bear corpse. This will make you queasy if you are not a meat enjoyer.

Free Falling


Fall to your death.
Warning: This kills your character.
This can be done in several places very early on. The elevator shaft on the surface of Golgotha will kill anything low level, same with the elevator shafts in Bethesda Susa. However the tree branch holes in Chavvah can also go down up to 5 whole levels, this can kill you as well.


Friend to Fungi


Host 3 different fungal infections at once.
Step 1. Have less than 250 rep with fungi
Step 2. Walk next to a bunch of differently coloured Broodpuff mushrooms.[wiki.cavesofqud.com]
Step 3. Wait until the "Itchy Skin" status effect worsens to the point of breaking out into a full blown infection.
Step 4. Collect 3 :)

Have fun getting rid of them lmfao.

Note: A certain NPC by the name of Pax Klanq can be allied with later on in the main story who can infect you with fungal infections on a limb of your choosing.

Glimmer of Truth


Attain 20 psychic glimmer as a true kin.
Easy method: Cook a meal that causes you to gain a mental mutation, or several, and have enough ego to push said mutation(s) to the point where they total 20.
Difficult method: Piss off a Gamma Moth and luck out gaining a mental mutation, then pump your Ego until you get the Glimmer pop.
Very Difficult method: Equip the Otherpearl which gives 40 glimmer whenever it is worn.


Goat Simulator


Project your mind into a goat's body.
Use the mental mutation Dominate on a goat.

Goats are level one, and have 0 mental armor. If this somehow fails... I wan't to know how you managed it.

*gulp*


Be swallowed whole.
Warning: This kills your character.
Both Salt Krakens and Star Krakens will project a single flashing red tile before them as they move, or attack. Standing in this tile results in instant death. This attack, cannot be dodged, blocked, or avoided unless phased.

Salt Krakens are found in the Salt Dunes, and Star Krakens are found in the Palladium Reef.


Jawsnapper


Kill 100 Snapjaws
You are going to get this just by playing normally, but if you truly want to hunt it, Snapjaw Forts can be found in the Swamp Marsh, Hills, and most often in Desert canyons. These will typically have at least 5-20 Snapjaws, sometimes legendarys that spawn with posses.

Literratus


Read 10 books
Any ten random books will work. Books of the same title will not count for more than one book. Good sources of books can be historic sites, ruins, but there are some static locations with lots of books.

1. Yd Freehold has a library which contains a few books.
2. The library in Grit Gate which you have access to after a few main quests has several books.
3. Barathrums sanctum in the lower floor of Grit Gate has a metric crap ton of books to read from once you make it that far in the story


So Powerful is the Charm of Words


Read 100 books
Read above for Litteratus. Same rules and tips apply, but this will take you a bit longer.


Live and Ink


Tattoo yourself.
This is basically unavoidable if you are doing the main story, as it pretty much becomes required, and you get a tattoo gun for free.

If you are impatient and want to get this sooner you may search Tinker Merchants that may sell it, or data disks that will allow you to build it. It requires tinker 1 and common parts (012) to make. Keep in mind however that it requires drams of ink to function. Which is not very common, and can typically only be found on Ichor Merchants or The Alchemist. Tattooing yourself will also allow you to customise the colour of your player sprite.

Note: You cannot tattoo yourself if your body isn't made of flesh. If you dominate a robot, have eaten the Crystal Delight, or have Motorized Treads you will be unable to tattoo said inorganic parts.
Simple Achievements Part 2
May the Ground Shake But the Six Day Stilt Never Tumble


Travel to the Six Day Stilt.

This is Six Day Stilt. It is fairly close to all starting villages, especially the Salt Dune start or Joppa. Getting there is not hard, just make sure you have at least 10-20 drams of water. Salt Dune Wayfaring makes this much easier, but is absolutely not required. There is a Mechanimist Convert NPC in every starting town that gives you a quest to go there, and many services that can make or break your games playthrough are there. This will be a frequented place.

Oathbreaker


Violate the sacred covenant of the water ritual.
Kill anyone that you have previously done the Water Ritual with. This can be done as soon as you start the game. Do the water ritual with any NPC in your starting village, and murk them. Simple as.


On Second Thought


Eat a serving of humble pie.
Sold by Apothecaries usually in amounts of 2-3. A single Apothecary is guaranteed to spawn on the grounds of Six Day Stilt. Buy a serving and eat it. Tzsappur at Six Day Stilt also stocks these.

Note: Eating this will Permanently decrease your Ego stat by 1. This has its uses for late game espers, but if you just want the achievement just make a throw away character, eat it, and retire them.

On the Rocks


Drink Lava
Warning: This kills your character.
Pools of lava can spawn from a few things. Naturally in the Asphalt Mines (North West of Six Day Stilt on the North map border). Puked out by Lava Weeps, Sold by either Ichor Merchants or The Alchemist, or even inside of Thermoelectric Cells (not the ones you have crafted.)


Open Your Mind


Have your head explode.
Warning: This kills your character.
So the way this works is you have to die to an enemy using the mental mutation Sunder Mind aka the "go f*ck yourself a billion times and die beam" but it can't just be from the damage it deals. It MUST be from the final instance of damage after all ten previous instances have been inflicted.

Sunder mind works by dealing ten separate attacks one by one for ten turns, and on the eleventh turn it combines all the previous instances into a secondary massive burst. This is what needs to kill you.

Early game you are likely to just have this hit you and blow your brains all over the salt marshes before you even know what killed you. But if you struggled to get this (like I did) there are two methods.

1. The early game method. Make a character with Force Wall. Wander out into the wilderness around your starting village, or underneath joppa. Find a Novice Seeker of the Sightless Way. Once they notice you they will almost always open up with sunder mind. Allow every tick to hit you. If you get to low enough hp that you won't make it to the final burst, eat a witchwood bark. The combined damage on very low level characters should be enough to one shot you.

2. The late game method. Travel to the Moon Stair, and enter Eyn Roj. Start the quest If, Then, Else. Descend into the big friggin tree when able and go down all 40 floors. At the bottom will be the NPC Aoyg-No-Longer. He is a very high level esper with sunder mind level 10, 37 ego, and a bunch of lackies at his side. When you aggro him he is likely to use sunder mind as it is his only ranged option. You will likely need to heal through the initial instances of damage if you are low MA but the final burst is likely to kill you. Late game espers are no joke.

Proteus


Have 10 mutations.
This can be either all Physical, Mental, or a mix of different types of mutations. These do not necassarily need to be gained via saving up 4 mutation points and spending them for a new mutation. There are several other methods of gaining mutations that will count towards this total, or push you to the 10 you need.


Cheese method: Start a new mutant character, and take any of the 4 cost defects.
  • Psionic Migraines
  • Quantum Jitters
  • Hooks for Feet
  • Irritable Genome
  • Tonic Allergy

Next Pick a combination of 10 random 1-3 cost mutations.
  • Beak
  • Electromagnetic Pulse
  • Night Vision
  • Photosynthetic Skin
  • Slime Glands
  • Thick Fur
  • Clairvoyance
  • Kindle
  • Mental Mirror
  • Telepathy
  • Ect

Congratulations, you just got an achievement basically before the game even started. (If it does not give you the cheevo on starting the new game, it should once you get your next mutation.)

Quiet This Metal


Speak to the alchemist.
The Alchemist is an NPC in the ruins of Bethesda Susa. He is 8 stratas deep and can be found easily, once you deal with all the crap in your way.

Step 1. Travel to Bethesda susa, clear the first floor, and move onto the second.
Step 2. Kill Jotun, Who Parts Limbs. He has limited ranged attacks with low accuracy, and is weak to mental attacks or being kited. Take his key, traverse to the next floor. Kill Fjorn-Kosef, Who Knits The Icy Lattice. He is weak to basically being breathed on, this guy is a pushover, just don't get hit with icy webs and ur fine. Take his key and move down a floor. Kill Haggabah, Who Plies The Umbral Path. This guy is invisible, but can be seen with night vision, Clairvoyance, Heightened Hearing, Sense Psychic, or looking on the map. He deals umbral damage but not much of it, once you murk him take his key and go down to floor four.
Step 3. Clear floor four, and move down the stairs. Once you reach floor five do not go down the elevator. Find the stairs and go down them instead. (if you do go down the elevator you will need to ascend 3 floors instead of descend 3 floors.) Keep going down until you hit floor 8.
Step 4. Clear the 8th strata, and be careful with AOE attacks. You do NOT want to aggro The Alchemist, as he is holding a single dram of Neutron Flux and will essentially turn himself into a nuke if you hit him. (You can of course intentionally attack him to die via said explosion and get the Starry Demise Achievement.)
Simple Achievements Part 2.5 (oops)
I messed up the formatting for a couple things so you are gunna have to deal with these being in their own spot.

What with the Disembowelment and All?


Find one of Argyve's old apprentices.
This one works exactly the same as Psst. But without the Consortium of Phyta reputation stuff. Much like the Oddly-Hued Glowpad, the flattened remains spawn on a random centre tile of the Salt Marshes, meaning you only need to check about 38 tiles in total to get this achievement. I highly recommend doing this during the daytime so that you will see basically the entire tile when you hop in and out of the world map, once you see it, whether your actual eyes catch it or not, you will unlock the achievement and it will be tracked in your journal, no funny business. :)

Love at First Sign


Fall in love with a sign.
Inject yourself with a love injector and press the [L] key to start looking, then look at a sign.

This can be done right after character creation if you chose any Truekin Caste of The Ice-Sheathed Arcology of Ibul. Being Artifex, Consul, Praetorian, or Eunuch. As they all spawn with several random injectors at the start of the game, and these can sometimes be love injectors.

Love Thyself


Fall in love with yourself.
Follow the steps for Love at First Sign, but instead of looking at a sign look at yourself.
Simple Achievements Part 3
Raisins in the Layer Cake


Recover a relic from a historic site.
Relic items are found in the depths of Historic Sites. Historic Sites are found by looking at statues, reading items that are Painted or Engraved. Once you know the location of a Historic Site somewhere inside of it will be a chest (Which is always the pink and gold, the same pink as legendary NPCs) usually on the bottom floor of the Historic Site, or in the middle if two items are present.

The fastest method can be started right out of Joppa.

Step 1. Start a new game, travel 1 tile north of Joppa, (Not one parasang, just a single tile above Joppa.) look at the statue in the field. This will give you the location of a Historic Site. If it is close by, go to it and kill everything inside until you find the chest. Take whatever is inside of it, and you are done. If the Historic Site for whatever reason is NOT close by, you can either save it for later. or Start a new character and repeat this process until you find one. The spawn locations of Historic Sites are semi-random, save for the first two you find, but if you want to read more on them you can go here.[wiki.cavesofqud.com]

Red Rock Hazing Ritual


Be stoned to death by a baboon on the surface of Red Rock.
Warning: This kills your character.
Start in Joppa as low level as you can, go to Red Rock (two parasang above Joppa.) and walk around any of the 9 tiles of Red Rock. Try to stay at least 3-5 tiles from each baboon and they will opt to attack with ranged attacks rather than melee. Their aim is trash, and they hit like children, but if you are level one with low toughness (you can even opt to use a character with 10 toughness to make this easier) you should die pretty fast. So long as a rock is the killing blow you will get this.


Shoot.


Die to a chute crab.
Warning: This kills your character.
Chute crabs spawn frequently inside of Golgotha. You want to find a green vent with three vertical slits, which will flash white periodically. These will spawn chute crabs every couple of turns, flashing white just before they do so. Kill anything that is not a Chute crab, and get eaten!

There Can Only Be One


Encode the psionic bits of someone's psyche onto the holographic boundary of your own psyche.
Once you reach 20 glimmer you have a chance upon entering a new tile to be hunted by another Esper. Once you kill them there is a 10% chance you graft a part of their mind to yours. This will give a permanent Ego point. Thus expanding your mental mutation prowess. Even stronger hunters will be able to fight you once you hit 40 glimmer, the chance of these invasions happening more and more as you increase in power. Specifcs and amounts can be found here.[wiki.cavesofqud.com]

Note: If the Esper hunter or Inter-dimensional Invader dies to a status effect, bleedout, follower, or random NPC you will not be given the chance to graft a part of their psyche. Make sure you are the killing blow if you want this chance.

Sight Older Than Sight


Discover psychic glimmer.
Once your mental mutations rack up to a total of 20 points (increased by your Ego stat) you will reach the first tier of Psychic Glimmer.

The more mental mutations you have, the more your Ego will pump out glimmer. This will feed into itself, and eventually become an uncontrollable drip feed of mental prowess. If you want to rush this just make a character with several mental mutations that can have levels, and pump as much into ego as possible. Once you reach level 4 or 5 you will hit 20 glimmer.


There are other ways of pushing thresholds of Psychic Glimmer.
  • Food buffs that offer Mental Mutations will instantly take your Ego modifier when granted, and add that to your Glimmer total.
  • Relic weapons, armour, or accessories that give mental mutations will also give you glimmer. Often adding to the current level of mutation that you have, or giving you a static baseline to work with.
  • Seekers of the Sightless Way, when befriended, can be bribed to give you unlearned mental mutations with enough reputation points. This can be extremely beneficial to finding mental mutations you missed out on early when you are late in the game.
  • Items with Ego boosts will also help increase your Glimmer.
  • The Kesil Face from the lowest sarcophagus in the Tomb of the Eaters also grants +1 to all mutations which can give you quite a lot of Glimmer late game if you have a dozen or more.

What Are Directions on a Space That Cannot Be Ordered?


Attain 40 psychic glimmer and discover the vast psychic aether.
Read above from Sight Older Than Sight.


Star-Eyed Esper


Attain 100 psychic glimmer.
Read above from Sight Older Than Sight.


Six Arms None the Richer


Have six arms. Plain and simple.
Method 1. Start a new Mutant with the Domination mental mutation. Go into the depths of Red Rock or the Hills next to Joppa. Dominate any Spider, or beetle you come across. Some easy ones you can find are
  • Giant Centipedes
  • Beetlebums
  • Cave Spiders
  • Electrofuges
  • Chute Crabs
  • Eyeless crabs

Method 2. Start a Mutant Chimera, take the Multiple Arms mutation, and as you level up and earn new mutations you will have a chance to grow a new limb. Take that option when you can. If you find a Helping Hands equip it and it will give you the achievement. (Fun fact, these have a chance of spawning underneath the treasure chests at the bottom of each Rust Well. Neat!)

Starry Demise


Be crushed under the weight of a thousand suns.
Warning: This kills your character.
There are only a few ways of dying like this, and most revolve around Neutron Flux.

  1. Cooking with Neutron Flux has a 10% chance to fail and explode. This will kill you.
  2. Attacking The Alchemist will cause him to impersonate a frag grenade and detonate the Neutron Flux in his back pocket. This will kill you.
  3. If you for some reason you really hate yourself and took the Dystechnia mental defect on character creation. When you try to examine a tier 8 or higher artifact, and fail, it will violently explode. This will kill you.
  4. Baetyls of both varieties explode when their hp reaches 20%, this explosion is huge and leaves behind a space time vortex. This will likely kill you, but ive survived it.
  5. If you drink, pour, kick, suck, juggle, caress, kiss, f*ck, or otherwise mess around with a vial of neutron flux. It will explode. This will kill you.

Bear in mind, Neutron Flux explosions deal around 300 ish damage. Which is a hell of a lot, but late game Chimera and Truekin can easily push over 400 hp, so sometimes one might not be enough. hehe, you missed that one! Try another!
Simple Achievements Part 4
Synolymb


Regenerate a limb.
There are three ways you can do this.


  1. Having the Regeneration Physical Mutation, losing a limb and waiting a few turns.
  2. Stepping into a Regeneration Tank, of which there is one fully operational in the sick bay of Yd Freehold.
  3. Using an Ubernostrum injector when missing a limb.

Any of these methods will work, but these two are the fastest.

Method 1.
> Create a Mutant Chimera.
> Start with Marauder preset and 21 Strength.
> Take the Regeneration Physical Mutation.
> Use dismember on yourself.
> Wait until the limb grows back.
> Achievement get. *bark!*

Method 2.
> Create a Mutant Chimera.
> Start with Scholar preset and 23 Intelligence.
> Take the Regeneration Physical Mutation.
> Get to level 2 and unlock the Amputate Limb skill in Physic.
> Amputate any limb.
> Wait for it to grow back.
> Achievement get. *bark!*

Note: If you want to get this in a playthrough, but do not want to take regeneration, you can also complete "What's eating the watervine?" and Elder Irudad is guaranteed to give you one Ubernostrum injector as the reward. Which can be used in place of regeneration.


That Was Nice


Compliment Q Girl.

When inside Grit Gate you can speak to an NPC with pink hair called Q Girl. Chose the option that describes her hair colours, and she will thank you. It is honestly so damn cute and I love her so much. If anyone harmed Q girl I would kill everyone in a 100 mile radius and then myself.

Note: If you have contracted Monochrome you cannot use this dialogue option until you get it cured. You know, with the whole can't see colour thing. But I am a dog, so I can't see colour to begin with. But I am also built different and love beautiful women, so I make do.


The Laws of Physics Are Mere Suggestions, Vol. 1


Violate the Pauli exclusion principle.
Take the Phasing Mental Mutation, and walk into a wall, that is surrounded by walls. Once the effect ends, you will die, and get this achievement.

Fun fact: the Pauli exclusion principle basically means that two or more identical particles with half-integer spins cannot simultaneously occupy the same quantum state within a system that obeys the laws of quantum mechanics. What does this mean for Lebron's legacy? Not a damn clue.

Three-Sludge Monte


Kill a Tri-Sludge
Inside of the Rainbow Wood, spawning from pools of Primordial Soup, are enemies know as Soupy Sludge's. These enemies will absorb any liquid they come into contact with, and use it as a weapon. They can range from singular liquid forms all the way to twenty one unique liquids absorbed. This can make the sludges incredibly powerful, and detailed information for them should be read here before you go attempting to kill anything more powerful than a Penta-sludge.[wiki.cavesofqud.com]

But for this method we will focus on the tri-sludge. Soupy sludges already spawn with their base liquid of primordial soup. Which is one, they just need to walk through two different types of liquids to be considered a tri-sludge. You can either manually kite them, or find them in the wild. They are common all the way up to hexa-sludges I find. Just wander the Rainbow Wood until you find one.

Note: A tetra, penta, octa, or whatever sludge will not count towards killing a tri-sludge. It must be only comprised of three liquids.

To Thine Own Self Be True


Wear your own severed face on your face.

Method 1.
> Create a Mutant Chimera.
> Start with Scholar preset and 23 Intelligence.
> Take the Regeneration Physical Mutation.
> Get to level 2 and unlock the Amputate Limb skill in Physic.
> Amputate your face.
> Wait for it to grow back.
> Wear your old face, on your face slot.
> Achievement get. *bark!*

Method 2.
> Create a Mutant with no morphotype.
> Start with Scholar preset and 23 Intelligence.
> Take the Regeneration and Two-Headed Physical Mutations.
> Get to level 2 and unlock the Amputate Limb skill in Physic.
> Amputate your face.
> Wear it on your secondary face.
> Achievement get. *bark!*

Two Cats Are Better Than One


Clone Ctesiphus.
Ctesiphus is a little pink Ray Cat that is local to Joppa. So you must spawn in Joppa as your starting village if you want this achievement, he will not appear in ruined Joppa if you travel from a reandomly generated starting village.

> Obtain a dram of cloning draft. (Either from The Alchemist or a Slime Bog.[wiki.cavesofqud.com]
> Stand next to Ctesiphus, open your inventory, and click the Pour option.
> Pour nearby, and select the tile the meow meow is on.
> Wait 5-15 turns and he will clone.
> Tadah, double kitty.

Waterpipe and Rest


Smoke from a hookah.
Randomly generated villages have a chance of spawning with these, clicking on them or right clicking and selecting [s] Smoke will cause you to take a nice heart puff. This will get you the achievement.

If your randomly generated village does not spawn with one they are all over the Six Day Stilt grounds. One is guaranteed to spawn on the landing tile (South) in the tent to the right of where you spawn, with the Hindren Pariah, Lulihart.

You Are Becoming


Install a cybernetic implant at a becoming nook.
Now technically any cybernetic will work, and any nook will work. But this is how to get it done the fastest.

Step 1. Make a Truekin however you like
Step 2. Travel from your starting village to the Rusted Archway.
Step 3. Traverse to the bottom and find the becoming nook.
Step 4. Remove the cybernetic that you chose at the start of the game, and then reinstall it.
Step 5. Profit, Aristocrat.


You Are What You Eat


Eat one of your own limbs.
Step 1. Create a Mutant Chimera.
Step 2. Start with Scholar preset and 23 Intelligence.
Step 3. Take the Carnivorous Physical Defect.
Step 4. Get to level 2 and unlock the Amputate Limb skill in Physic.
Step 5. Amputate any limb.
Step 6. Eat it
Step 7. Mmmmm yummy.


Your Better Half


Get killed by your evil twin.
Warning: This kills your character.
You can make any character you like, just not a Chimera as that locks you out of mental defects. Take Evil Twin. And wander around for a bit. Eventually you will get a message saying "You sense a sinister presence nearby" this means your evil twin has spawned on the tile that you are in. Find it, and die to it.

Note: Clones spawned from other means, even Moon Stair ones, do not count towards this.
Straightforward Achievements
A Bond Knit with Trust


Become loved by a faction.
You must reach a total of 600 reputation with any given faction. This can be done with just about any faction but I recommend doing it with one that you are not at negative standing with.

Factions that you can and will easily get to 600 with.
  • Barathrumites - Main story has you doing a lot with these guys, and they have several NPCs who you can water ritual with.
  • Mechanimists - You can toss artifacts of varying rarity into the well at Six Day Stilt making reputation technically the easiest to get if you want to throw aside any unwanted loot for standing.
  • Yd Freehold - Has two NPCs you can water ritual (Goek, and Warden Une) giving you a slight boost, you start at neutral standing, and lots of the Legendary creature lairs in Lake Hinnom will often be "hated" by the Denizens of Yd Freehold, thus making it easy to get them to 600 if you hunt them down.
  • Ezra - Has three NPCs you can water ritual (Yla Haj, Mayor Haddas, and Warden 1-FF) giving a big boost, you also start with neutral standing. A single Schrodinger page should push you over to the 600 gap easily.

Note: Some mutations will give you reputation, this can change the route you may wish to go for this achievement and I will list them here.

  • Carapace +400 with Tortoises (Starting Standing 0)
  • Wings +400 with Birds and Winged Mammals (Starting Standing 0 and 0)
  • Spinnerets +300 with Arachnids (Starting Standing -475)
  • Stinger (All 3 variants) +200 with Arachnids (Starting Standing -475)
  • Beak +200 with Birds (Starting Standing of 0)
  • Photosynthetic Skin +200 with Roots, Trees, Vines, and The Consortium of Phyta (Starting Standing of -475, -300, -475, and 0)
  • Thick Fur +100 with Apes, Baboons, Bears, and Grazing Hedonists (Starting Standing of 0, -300, -475, 0)
  • Horns +100 with Antelopes and Goatfolk (Starting Standing of 0, and -475)
  • Space-Time Vortex +200 with Highly Entropic Beings (Starting Standing of 0)
  • Amphibious (Defect) +100 with Frogs (Starting Standing of -475)
  • Cold Blooded (Defect) +100 with Unshelled Reptiles (Starting Standing of -475)
  • Mass Mind -200 with The Seekers of the Sightless way (Starting Standing of -500)

If you struggle to get this done you can try your best to find Bookbinders or scribes, who will sell Annuls of Qud pages, or Schrodinger pages that give you faction rep with random factions, or factions of your choosing in good amounts. They have a chance to spawn in Six Day Stilt but if you don't get them in your playtrhough, good luck finding them in the wild.

Absolute Unit


Successfully cook a meal with neutron flux as an ingredient.
Step 1. Buy a single dram of Neutron Flux The Alchemist always has one dram for sale, otherwise this can be annoying to find.
Step 2. Use either Precognition or a Sphinx Salt Injector beforehand if you don't want to risk dying.
Step 3. Cook a meal with the Neutron Flux as an ingredient (This requires the Cooking and Gathering skill to be unlocked.)
Step 4. Don't explode! :) Neutron Flux has a 10% chance to explode and likely kill you. This will earn you the Starry Demise achievement if you do not already have it, but if you don't die then you get a permanent +1 AV. Yippee!

Belong, Friends


Help the slynth find a new home.
This is a Slynth.

They can spawn somewhat rarely in the Six Day Stilt, in dungeons, out in the wild, or sometimes as Mechanimist converts, Denizens of Yd Freehold, or randomly generated villages. If you talk to one, you can ask what they are, where they come from, and you will be given the location of The Hydropon, their home.

Step 1. Locate The Hydropon. This will be listed under Settlements in your Journal. (Once a Slynth has given you its location.)
Step 2. Talk to Thah, the red Slynth he is also the leader.
Step 3. Achieve at least 600 reputation (Revered status) with three different factions. This is easiest done with The Barathrumites, The Mechanimists, and one of the other static villages (Ezra, Yd Freehold, Bey Lah, Joppa.)
Step 4. Speak to the leaders of these factions (Does not have to be the actual leaders, anyone who you can water ritual with will have the dialogue option to host the Slynth) and ask them to take the newly sentient friends under their wing. Once you have asked all three, return to The Hydropon.
Step 5. Talk to Thah, wait the amount of time they ask you to wait, once they have convened with each other they will accept the invitation from one of the factions. Boom quest complete, achievement get.

Note: If you are a Truekin and you use the Holographic Visage implant it will only work for one faction. Once they dip below 600 reputation the Slynth will not consider them as an option for the quest anymore.

Byevalve


Enter 100 giant clams.
Go to either Lake Hinnom, or The Palladium Reef and find a giant clam.

This is their sprite. They are found in abundance in both areas, and one can be found in Yd Freehold, just below Mak. You must use the directional movement keys to force yourself to walk on top of the clam, this will cause you to be teleported at random to the place of another clam. Each clam counts as one instance of clam teleportation, going through the clam you just teleported to should count as a different clam, but going in between the same two clams will not. You must find 100 unique clams to teleport in between.

Dawnglider


Become auroral.
Step 1. Detonate a plasma grenade (Any tier) on yourself.
Step 2. Detonate a thermal grenade (Any tier) on yourself.
Step 3. Cwispy :)

Dayenu


Give the repulsive device to all four children of the Tomb.
Note: You can only give the repulsive device to one of the Child of the Tomb during one playthrough. If you want to get this achievement in one run, you must use Precognition, a Sphinx Salt Injector, or die in roleplay/wander mode. To go back to when you still had the repulsive device.

Step 1. Enter The Tomb of the Eaters, and drop into the lowest level. This is the Folk Catacombs. Somewhere in the 8 available tiles to explore of this parasang is a unique legendary slime named K-Goninon. It must be killed to get the repulsive device from inside of it.
Step 2. Once you have the repulsive device you must find each of the Children of the Tomb, their locations are semi randomised between the floors of the tomb, one will always spawn on The Folk Catacombs, one in the area passed the Crematory floors (Stripfly hell) in the Columbarium, and two in the Crypts, one on the lower and one on the upper floors. They will not leave the tile they are one, but they can somewhat randomly wander.

Every Child is flanked by a blue and silver mopango guardian, their names are as follows.
  • Kah, followed by Gyamyo
  • Dagacha, followed by Yona
  • Va'am, followed by Dadogom
  • Nachan, followed by Doyoba

Finding one means you have found the other, search around a little and check the wiki page[wiki.cavesofqud.com] if you want to know exactly what reward you will get out of them in the end.
Straightforward Achievements Part 2
Five-Sludge Monte


Kill a Tetra-sludge
Read above from Three-sludge Monte, the same rules apply you may just wish to be higher level or a bit stronger as sludges do not mess around. If you are struggling read below for my method on killing a Deca-sludge and getting Ten-Sludge Monte.

Do on. Do it.


Wield the Amaranthine Prism.
Acquire the Amaranthine Prism from Mamon Souldrinker by combat or mind control, and equip it.

Note: For extra info on finding Mamon please read below in Feast Upon the Goat Hearts! *cheers*

tsk tsk


Disappoint a highly entropic being.
Acquire the Amaranthine Prism from Mamon Souldrinker by combat or mind control, use Precognition, or a Sphinx Salt Injector, then equip the prism. Once the effect wears off choose to go back in time, and the prism will be unequipped. This will piss off the Highly Entropic Beings, reducing your standing with them by -100, and spawning a handful of Space-time Vortexes a couple tiles away.

Note: For extra info on finding Mamon please read below in Feast Upon the Goat Hearts! *cheers*

Hole like a Head


Get decapitated.
The following enemies have the Decapitate ability unlocked.
  • Kesehind, in Bey Lah
  • Warden Indrix, in Kyakukya
  • Decarbonizers, found in very deep cave layers (-30 strata), the Moon Stair, and endgame Historic Sites.

Note: Despite his name, Jotun, who parts limbs does not know decapitate, that rumour is false.

Any amount of these NPCs have a chance to decapitate you, but if you want to get this fast the best way is to build for it at character creation.
> Start a new mutant character as the Marauder calling, and 25 Strength
> Take the Evil Twin defect
> Go to Six Day Stilt or hit level 2/3 so you have enough skill points to unlock Decapitate
> Wander around the world map until you get the text prompt "You sense a sinister presence nearby"
> Allow your Evil Twin to wail on you until they use Decapitate, if they are successful Achievement get!

Note 2: This will kill your character outright. So again as goes will most achievements, do this with either Precog, Sphinx salt, or on Roleplay/Wander mode. You can avoid being killed by decapitate however if you have the Two-Headed Physical Mutation, or Regeneration at rank 10 or higher.

Lair Cake


Discover 100 lairs.
Firstly, to "Discover" a lair, you must physically enter the tile that it is upon. Simply learning about the lair via rumor, water ritual, or mumblemouth will not count.

Method 1.
Unlock Trash Diving under the Customs and Folklore skill tab. (This can be taught by legendary Pariahs.) Find some Broodpuffs and contract mumblemouth, now wander around the map and dig through as much trash as you possibly can. Trade for rumours with any pacified legendary lair creatures you find, they may lead you to more.

Go to the bottom of Golgotha, there is a metric ton of trash down there, and can give lots of rumors. Next go to the Folk Catacombs in The Tomb of the Eaters. It has 8 exploitable tiles on the parasang with a lot more trash. Once you are done those two things, explore any Rust Patches, Rust Fields, or Rust bogs you find.

Method 2.
You may combine the efforts in method 1 if you wish, and I recommend you do so. This one however is more luck based.

Once you have made a new character instantly go to Six Day Stilt, search every single surrounding tile for Bookbinders, (if none spawn, remake the character and start a new run to generate a new world.) check their inventory for any "Legendary x Merchant lair locations" these will add a hint to your journal for the location of a legendary merchant, these can be anything from gemcutters, to kippers, to gutsmongers. Once you find them, treat with them via Water Ritual, and trade for rumors, they will often give the location of another legendary merchant lair which you an then string into a line of new lair after new lair, this is how I got most of my lairs because despite not being technically "Lair Boss" NPCs these lairs count towards the achievment.

Method 3.
Just play the game and you will get this overtime lol.

Note: Making food with Psychal Gland Paste is guaranteed to give you a rumour, this is not a good method of getting lairs as secrets can be any number of things, but if you have some on you, might as well use it.

Straightforward Achievements Part 3
Mechanimist Reformer


Convince the High Priest of the Stilt to join your party.
First off, Eschelstadt II, High Priest of the Stilt is found in the centre tile of Six Day Stilt, right behind the great well you can throw artifacts into. He is a level 30 Mechanimist faction member. This means two things.

1. He is one of two Mechanimist priests, the other being Phinae Hoshaiah, High Priest of the Rock below Bethesda Susa. You can get anywhere from 100 to 150 reputation with the Mechanimists from each Water Ritual you do with them.
2. Because he is a member of the Mechanimists you can very easily get faction reputation by tossing unwanted artifacts and trinkets into the well at Six Day Stilt.

Things that help with this and I recommend using are-
  1. Tactful - Any character can use this, you get it upon unlocking Customs and Folklore, this will give you an extra 25
  2. The Well at Six Day Stilt - This can be used to gain an unlimited amount of reputation with the Mechanimists, tossing any unwanted artifacts can easily get you to the amount you need, and more. Laser rifles, laser pistols, and heavy weapons that you are not using typically work the best. But if you have high level tinkering you can easily craft something rare with spare parts and get a couple hundred rep in one shot. See Donation Level: Kasaphescence below for more. Or read this wiki article[wiki.cavesofqud.com] for a direct calculation on commerce value + rarity to reputation gain.
  3. Holographic Visage - You can use this if you just need a quick boost to rep and don't want to go all out with the next item on the list. Truekin only, of course.
  4. Social Co-processor - This works for Truekin only, but it is arguably the easiest way to get anything Water Ritual related done. Costing 8 license points, and being restricted to only the head, its a hefty cost. However it is incredibly powerful for all reputation savings. Read below for just how strong this is.

Keep in mind. All reputation actions have a cost associated with them, but asking an NPC to join you is the only option that has a cost scaling by level. The formula is -(12 * (Creature's Level - Player's Level) + 200) or 50, whichever is higher. More info on it can be found on this wiki page[wiki.cavesofqud.com]] But this means that essentially, you are going to be paying out the ass if you are a low level. I do not recommend doing this achievement at a low level.
- At level one it costs almost 600 f*cking reputation to recruit the high priest. And at around level 20 that cost is cut in half, to about 300. -

Break down of Social Co-processor.
The description states three things.
  1. That like with Tactful, when you treat with a creature you will gain 25 extra reputation during the Water Ritual.
  2. That all costs of reputation will be reduced by 20%
  3. And finally, that these effects are boosted by compute power on the local lattice.
  4. Yes the extra Proselytise slot is cool, but that doesn't matter here.

The third section of this is the most important. The amount of extra reputation you gain per ritual is increased per local lattice power. And the bonus reduction you gain is also increased. This is absolutely massive.

For every 10 power on the local lattice you gain an extra 2.5 reputation with the given faction you are treating with. And an extra 2% reduction to the cost of all reputation actions. Here are some breakdowns of what this looks like.

  • With one Palladium Electrodeposit the bonus is increased to 30 Reputation bonus, and a 24% discount.
  • With two Palladium Electrodeposits the bonus is increased to 35 extra reputation, and a 28% discount.
  • With three Palladium Electrodeposits the bonus is increased to 40 extra reputation, and a 32% discount.
  • With four Palladium Electrodeposits, the maximum you can have equipped (Back, Body, Both arms. Since head is occupied with the Social Co-processor.) the bonus is increased to 45 extra reputation, and a 36% discount.

    BUT IT DOESN'T STOP THERE BABY!!!!

  • With four Palladium Electrodeposits, and one active wrist calc, the bonus is increased to 47.5 extra reputation, and a 38% discount.
  • With four Palladium Electrodeposits, and two active wrist calcs, the bonus is increased to 50 extra reputation, and a 40% discount.
  • With four Palladium Electrodeposits, and two active wrist calcs, and a palladium mesh tabard the bonus is increased to 57.5 extra reputation, and a 46% discount.

Note: There are some Relic weapons and armour that can add to the local lattice power, but for general usage and not farming extremely rare stuff, this is as good as it can get. But not the absolute ceiling.

Granted you can use Beguile or Proselytise but he is level 30 that might suck.

So yeah mutants kinda stay losing on this one, sorry my many armed friends.

Mumblecore


Learn a secret from the microbiome.
> Find angry mushrooms, breathe of their spores
> Acquire le mumblemouth
> Wander around on the map until it tells you a secret (5% chance per new tile explored)
> Achievement get! *bark!*

Note: this has relevancy for basically every other achievement in the game that relies on secret generation.

Mutagenic Mastery


Advance a mutation to level 15.

For Espers
Step 1. Save your mutation points go get new mutations, take new ones that have levels, anything cosmetic will not help you here. Do the same thing on character creation, avoid mutations without levels.
Step 2. Farm Esper Hunters for the chance to scalp their Ego into yours, and spend your attribute points on ego, eventually once you have really really high ego all your mutations will be at level 15 or higher. This takes a while.

For Chimeras
Step 1. Pick a strong mutation you can "mainline" for the duration of your playthrough. Quills if you are based.
Step 2. At level 5, and every 10 levels after that point, your genome will destablize, and allow you to rapibly advance a single mutation. Pick your mainline. By the time you get to around level 25 or so, you should have a level 12 mutation, and you can toss a few extra mutation points in there to push it past the 15 margine.

For Mutants with no Morphotype
Read above and choose whether you want to pump ego, or spend mutation points on a really strong physical mutation. The same rules apply, just dont go dumping all your points in Unstable Genome, it doesn't really help.

Note: Eaters Nectar injectors, Legendary artifact injectors, the Kesil Face mask and Relic weapons that boost a single mutation by a certain amount all can push the threshold temporarily or permanently, which will count for the achievement.

Sultan of Salt


Invent 100 recipes.
Step 1. Unlock Cooking and Gathering, get up to 17 Intelligence, and purchase the skill Carbide Chef.
Step 2. Wander around, or level up, and then cook meals. This will give you an option to save that meal as a recipe, do so and this will start the process. You do not need to remake that recipe, just making it the first time that creates the saved recipe for it is enough.
Step 3. Spam this as much as you can, or just do it over multiple playthroughs, it really doesn't take long.

Note: If you wanna be cheap the Villagers of Kyakukya will teach you Cooking and Gathering, you just need to spend the 100 skill points for Carbide Chef.
Straightforward Achievements Part 4
The Woe of Joppa


Become hated by the villagers of Joppa.
This requires you to reach -600 reputation with Joppa.

First off, things to avoid.
  • Starting a playthrough in a village other than Joppa. This will cause Joppa to become a ruin, and you cannot get negative reputation with something that no longer exists.
  • Treating with any of the faction leaders, Mehmet, Warden Yrame, Elder Irudad. Gaining reputation will just make it harder to get this achievement. (No killing them post water ritual does not add the negative reputation from being an Oathbreaker. It still gives the single reputation instance.)
  • Doing quests for NPCs who are allied with Joppa, it will give you small amounts of rep with Joppa, but any amount is annoying.

Method 1.
> Start a character with axe proficiency. Horticulturist, Priest of All Moons, Child of the Wheel, or Marauder. (I recommend Marauder because it starts with Dismember.)
> Attack watervine farmers in the outer cells of Joppa until you dismember one of their faces.
> Wear the face on your face slot, this will give you an instant -500 reputation loss with the villages of Joppa, and if you have not done the water ritual with any NPCs in Joppa, this should get you to -600 to -640.

Method 2.
>Start a character as you please.
> Kill Mehmet, Elder Irudad, Warden Yrame.
>Leave Joppa and find a legendary creature or NPC who is allied with Joppa. (Admired, Loved, ect.) Now slaughter them.
> This should push you over to -700 easily.

Total Makeover


Pour a dram of pure warm static on yourself.
There are three methods of finding pure warm static.
  1. Very rarely sold by Ichor Merchants. These are all around the Six Day Stilt, so check their stock often.
  2. The Alchemist always has one dram in stock each merchant cycle.
  3. Killing a Zero jell has a 20% chance to drop an entropy cyst upon death, which contains exactly one dram of pure warm static.

Warning: Doing this will scramble basically every single aspect of your character, from stats, to mutations, to buffs, even your look. This cannot be safely reversed by precog, or sphinx salt as the effects can be tampered with by the warm static. Either do this at the last moment of a characters life, or on a throw away. (You can also use this to beef up and change a dominated companions stats to get something better. Aka turning a snapjaw into a chrome pyramid for the lolz)

Note: Pure warm static is much different and rarer than the Dilute warm static that is all over the Moon Stair. Do not confuse these two, only the pure form gives the achievement.

Your Thirst Is Mine, My Water Is Yours


Perform the introductory water ritual 100 times.
Method 1.
> Start a new character in Joppa. In classic mode.
> Save the game.
> Treat with Mehmet, Irudad, and Yrame.
> Attack them and die. Or commit suicide another way. Whatever is fastest.
> When you respawn, go repeat this process 33 times, and once more to boot.
> Achievment get! *bark!*

Method 2.
> Just play the game lol. Its tracked across playthroughs, so you will get it after some play time, its no rush.
Straightforward Achievements (The diseases)
DISCLAIMER

Every single disease can be cured with the knowledge of a single book inside of Qud. The Corpus Choliys. While the method of curing a disease is limited to a few variations and you can sort of guess what will be required after a few playthroughs, you will never have the exact method unless you read the book. The ingredients to each cure is randomised playthrough, and will be different for every character.

With that said, the book can always be purchased from Mayor Nuntu, in the Village of Kyakukya. He has a guaranteed 100% spawn chance of it, and its usually cheap. It can also spawn in merchant inventories, on Tszappur, or in bookbinders stock.

You can read the full list of liquids that can be used in a given cure on the books wiki page.[wiki.cavesofqud.com]

Note: If you are looking to intentionally contract one of these diseases, assure that your illness save checks are as low as they can be.
  • If you are a Truekin, do not install the Bionic Liver implant, or uninstall it if you have it installed, as it will prevent onset of every disease. (But not fungal infections.)
  • Do not use the Nostrums skill from Physic, as its only purpose is to increase disease saves, and make the illnesses harder to set in.
  • Avoid cooking with Honey, Yuckwheat Stem, or Fermented Yuckwheat. These all increase your disease saves drastically.

In the inverse, if you are looking to avoid these diseases, you can learn about your best chance to avoid them on this page.[wiki.cavesofqud.com]

Say No More


Contract Glotrot.
Glotrot starts out as a debuff called "Sore Throat." This can be removed by various methods, usually cooking, or negated via the Bionic Liver cybernetic implant. Removing the debuff before it goes full blown will not cause you to get the achievement, it must fully develop.

The ways of contracting glotrot are listen below.
  • Drinking, or cooking with black ooze (with a single exception, but that is a spoiler.)
  • Sleeping, or being knocked down in a pool of black ooze (this is very easy to have happen in the depths of Golgotha.
  • Being attacked by a black jell as they are comprised of black ooze and spread it with every successful melee attack. (Soupy sludges can have this effect too.)
  • Being attacked by a zero jell as they can inflict most status effects in the game, and spread most liquids as well. Though the chance is much rarer.

You will know you have contracted glotrot when the game gives you the text prompt "You have contracted glotrot! Your tongue begins to bleed as the muscle rots away."

Read below for how to cure glotrot.


Tongue In Cheek


Cure glotrot.
Note: As is the same for Say No More, curing the "Sore throat" debuff will not grant you the achievement for curing glotrot, it must develop fully.

Step 1. Read the Corpus Choliys book, page 5.
Step 2. Acquire the liquids, and a canteen for "The Flaming Ick."
Step 3. Prepare "The Flaming Ick" as described in the book.
Step 4. Add 3 drams of your first liquid to a container, then add one dram of your second liquid, and one dram of the third. Be careful not to remove the previous liquids, as you want them to mix.
Step 5. Place the canteen with your 5 dram mixture of random b*llshit, and place it on an actively lit campfire.
Step 6. Wait a few turns until it begins to expel flames, and the item has the tag [Flaming] in red text.
Step 7. Take a sip. You should get the text "It tastes even worse than you had imagined -- like a dead turtle boiled in phlegm." If your text prompt is anything but this, you have the wrong mixture of liquids, or the vessel is not flaming.
Step 8. Allow Regeneration to do its work, or inject an Ubernostrum injector, or step into a regeneration tank (The one in Yd Freeholds med bay is perfect for this.)
Step 9. Achievement get! *bark!*


Metal Pedal


Contract Ironshank
Ironshank, much like glotrot, starts as a debuff. "Stiff legs" must develop fully into Ironshank for you to get the associated achievement.

Additionally, creatures without legs cannot contract ironshank. If you dominate a creature without legs, like a giant clam, zero jell, or something of the like, it will be impossible to contract the disease. Truekin can completely negate the effect of the disease, or avoid contracting it by installing the Motorized Treads cybernetic implant.

The ways of contracting ironshank are listen below.
  • Drinking, or cooking with black ooze (with a single exception, but that is a spoiler.)
  • Sleeping, or being knocked down in a pool of black ooze (this is very easy to have happen in the depths of Golgotha.
  • Being attacked by a black jell as they are comprised of black ooze and spread it with every successful melee attack. (Soupy sludges can have this effect too.)
  • Being attacked by a zero jell as they can inflict most status effects in the game, and spread most liquids as well. Though the chance is much rarer.

You will know if you have successfully contracted ironshank if you get the text prompt "You have contracted Ironshank! You feel the cartilage stretch as your leg bones grind together at the joints."

Read below for how to cure ironshank


Footloose


Cure Ironshank
Note: As is the same for Metal Pedal, curing the "Stiff legs" debuff will not grant you the achievement for curing ironshank, it must develop fully.

Method 1.
Step 1. Read the book Corpus Choliys, page 2.
Step 2. Procure a mixture of the two liquids named in the book. (On the second last sentence of the page, one will always be gel.
Step 3. Mix them up in a container. (If one is something stupid like blood or oil you can just mix one dram of it and the rest as gel. Gel is easy to come by, the rest not so much sometimes.
Step 4. Drink the cure each day until ironshank is cured. You will know the cure is working if you get the text prompt "The pain in your joints subsides" in your message log. Ironshank sets in daily in losses of 6-10 points of movement speed. The cure works in the opposite, giving you back 6-10 movement speed until you are back to the normal movespeed. Ironshank is at its full effect once you hit its penalty hits -80ms.
Step 5. Achievement get! *bark!*

Method 2.
Step 1. Cut your legs off.

Not even a joke lmfao, if you have Regeneration, or an Ubernostrun injector you can grow them back instantly after and this will cure ironshank lmfao.

Note 2: If you are a Truekin and have any cybernetic in your legs, be sure to remove them before hand otherwise you may not be able to recover them.

Note 3: If you are a mutant with the Multiple Legs mutation you can completely negate the downside of ironshank. Around rank 4~5 or higher, the effect of ironshank will be completely negated and you will reap the benefits of having 5 extra AV. Bear in mind if something dismember those legs, you will lose ironshank.
Straightforward Achievements (The dieases, part f*cking 2)
All the Leaves are Grey


Contract monochrome.
Monochrome, much like glotrot, and ironshank starts as a debuff. "Blurry vision" must develop fully into monochrome for you to get the associated achievement. There is less issue with this, as prevention of monochrome in its infancy cannot be done by traditional means.

There are two ways of contracting monochrome.
  1. Being attacked by an Adiyy (The flies outside Omonporch) while under their monochromed debuff. If they infict the debuff successfully, and follow up with another successful attack, this will set in the early stages of monochrome.
  2. Being attacked by a zero jell, like with glotrot, ironshank, and tonic effects, they can inflict just about any attack in the game, and thus monochrome is one of the possible things they can inflict upon you.

Reading Rainbow


Cure monochrome via traditional methods.
When the achievement states "Traditional methods" it just means what is stated in the Corpus Choliys. Technically you can cut your own head off with Regeneration rank 10 or higher and remove the disease but this will not earn you the achievement.

Step 1. Read Corpus Choliys, page 3.
Step 2. Drink 1 dram of the fluid mentioned.
Step 3. Detonate a flashbang close enough that the aoe hits you. (You can click to detonate it in your hands and this works.)

there is no benefit to monochrome, unless you are a dog like me, now it makes all the shades of white and black uniform :3
Difficult Achievements
Aetalag


Be turned to stone.
Warning: This kills your character.
there is only one way to achieve this, do die to a Lithofex's "Lithifying Gaze" mutation attack.

This is what a Lithofex looks like, and this is how its special attack is shown in game. If you are caught in the red squares when the attack goes off you are instantly killed.

Note: If you are currently a Lithofex through Domination, you will be immune to this mutations ability. Additionally it can be refracted by glitter dust, refractive modded gear, or Skin Glitter.


Arconaut


Descend 50 strata deep.
Naturally spawning locations can reach fairly deep, close to 50 such as-
  • Baroque Ruins
  • The Asphalt Mines
  • The lairs of several Girsh Nephilim
  • Bethesda Susa

However, to reach as deep as 50 stratas below the surface you will likely just need to use a spiral borer. They only take Tinker 2, and are crafted from fairly common parts (0034) just make 3 of them and go down until you hit -50.

Note: If you have "unfinished or prerelease content" enabled, you can use the Burrowing Claws physical mutation to dig straight down 50 stratas, if out of combat.

Else


Help Chavvah complete the ritual of -elsing and sever Tau at Taproot.
Step 1. Travel to Eyn Roj, the big purple crystal tree in the central north of the Moon Stair. Speak to the NPC at its trunk, and they will give you a map marker for their "Keter."
Step 2. Travel to the Keter, speak to Dyvvrach, one strata above ground floor. Get his key, and start the quest If, Then, Else.
Step 3. Climb to the top floor, take the Crystal Chime called Tau.
Step 4. Return to Eyn Roj, and use your Crystal Key given by Dyvvrach to descend down the trees roots. You must make it to the 40th strata below ground level.
-From this point onwards you will meet two NPCs Aoyg-No-Longer and Taproot. The ending of this quest will determine the achievement you get. For Else, you must kill Aoyg, and then hand Tau over to the Taproot. For Then, read below.-
Step 5. You need to kill Aoyg-No-Longer, for a direct guide on how to kill them, read from Bricks Can Be Thrown, Too. Below
Step 6. Return to the Keter, and speak to Dyvvrach.
Step 7. Quest complete, and Achievement get! *bark!*

Note: If you are extremely low standing with The Seeker of the Sightless Way Aoyg will be hostile and you may be forced into killing them.


Then


Help Chavvah complete the ritual of -elsing and sever Tau at Taproot.
Follow steps 1 through 4 from the guide for Else, above.
Step 5. Ignore Aoyg, and take Tau to the Taproot, and join the two, this will finish the ritual, after a short period of time, Tau-No-Longer and Aoyg-No-Longer will teleport away.
Step 6. Take Tau to the Taproot, and join the two. This will finish the ritual and she will be left there, now as a pariah instead of a Seeker of the Sightless Way.
Step 7. Return to the Keter, and speak to Dyvvrach.
Step 8. Quest complete, and Achievement get! *bark!*


Bricks Can Be Thrown, Too


Kill Aoyg-no-Longer.
First off, this NPC comes with a circus of random NPCs at their side. This can be anything from Arch-Dervishes, to n-Dimensional shellbois, or snapjaws. But often they will have Dromad merchants subdued at their side, which causes all the dromad guards to also be on their side. This can be troublesome. There are two ways to isolate Aoyg from their compatriots.

1. You can use Space-Time Vortexes to send their followers off to a random location in Qud.
2. You can use a stasis grenade, or Stasis Projector/Entangler to nullify their ability to join in combat for a period of time.


Regardless, to give an overview this is Aoyg's stats.

Level: 40
HP: 400 | AV: 1 | DV: 13
QN: 100 | MS: 100 | MA: 11
Strength: 25 | Agility: 25 | Toughness: 15
Willpower: 31 | Intelligence: 31 | Ego: 37

They also have the skills in Persuasion, Self Discipline, and Short Blade. Along with one skill in Single Weapon fighter. None of these are really a problem, getting into melee combat is what you want, given their middling melee stats for being such a high level. What you want to avoid is their biggest attack.

Aoyg has Sunder Mind at level 10, with 37 Ego. This will f*cking one shot you if you cannot prevent it from happening. (Or if you are super late game and want the Open Your Mind Achievement, this is where to get it.)

For melee builds: Charge as soon as you can to get into melee range, and use whatever you can to disrupt the instant Sunder Mind. Healing through it is likely not an option. With high DV they can be quite annoying to hit, but with only 400 hp once you land a good hit, especially with Axes, or Cudgels, you can very easily chain dismembers until they are a stump, or stun them until death.

For ranged builds: Try and open up with either a freeze grenade, stun grenade, or something that you can use at prefered range to disrupt the Sunder Mind, otherwise you are going to be pretty helpless against the mental assault, and having lower toughness than a melee build you are likely going to pop before the final damage instance can even go off. If necessary you can abuse Plasma into Thermal grenades, and just incinerate Aoyg in like 4 turns.

For esper builds: Your MA should be fairly high that the Sunder Mind won't be as big of a problem for other builds, but bare in mind your mental attacks will also be less effective, Sunder Mind, Siphon Vim, all those things are likely to fail more often given how high level and juiced Aoyg is mentally. Best chance is to lock him in a cage and spam Pyrokenisis. Mental Mirror is actually incredible against Aoyg, this coupled with a Psychic Meridian you can basically goad them into killing themselves off failed Sunder Mind casts. Just don't get surrounded by the followers.


Gemini


Wield Caslainard and Polluxus
The NPc Crowsong in Kyakukya has these two longswords, this is the only place to get them.

Method 1
> Kill Crowsong
> Wield the longswords, one in each hand
> Achievement get! *bark!*

Method 2
> Use domination on Crowsong
> Remove the longswords
> Re-equip the longswords
> Achievement get! *bark!*

Crowsong is a fairly simple opponent, very low hp A couple fairly good melee mutations but very low mental armor. You can either cheese them with a Sunder Mind, or kill them when you are juiced up in your late 20-30 levels. Even with their weapons being unique, they are essentially just carbide longswords, so if you have crysteel gear or better this will be a cakewalk.
Difficult Achievements Part 2
Get in the Robot


Infiltrate a temple mecha.
Qualified mechs are the Temple Mecha mk Ia, Temple Mecha mk Ib, and Temple Mecha mk II

When looking at a Temple Mecha, and being in melee range, you have the option to "Infiltrate" it, with the [e] key. This will attempt a melee strike, and if it penetrates it has a 10% chance to force you into the mech. You do not need to kill the pilot to get this achievement, it should pop once you are inside. From there you can do as you please.

These can be rarely found in the world following legendary Putus Templar NPCs, so luck is kind of the aim if you want to get this before the end of the game. Otherwise, spoilers ahead.

During the endgame quest Reclamation you have objectives to kill four high ranking Putus Templar faction members. Two Knight Commanders, a Grand Newfather, and a Temple Mecha mk II. The mecha will have followers who are in lower tier mechas, so this gives multiple options and attempts to infiltrate a mecha.

Heat Death


Get vaporized.
Warning: This kills your character.
On the hud at the top of the screen, between your characters name and satiation is your temperature, we need to get that to 10,000c.

Step 1. Detonate a plasma grenade all over yourself. Tier does not matter just stay in the plasma cloud.
Step 2. Detonate 4-5 mk 3 thermal grenades.
Step 3. Sit in the flames until you hit 10k, and you will vaporize.
Step 4. Achievement get! *bark!*

In Contemplation of Eons


Perform the water ritual with Oboroqoru, Ape God.
Okay I won't lie this one kind of stucks.

This is not a confirmed map limit of where Oborqoru can spawn, but it is the limits of how many times I have found him, and the furthest reaches that I have seen him in. The first time I found him took me a metric crap ton of trash divining. But you can get this through other methods.
  1. "Easiest" method is to use a combination of Trash Divining, and scrounge through as many trash piles as you can, contract mumblemouth and hope it gives the secret, if that doesn't work move to method 2.
  2. Apes have a chance to give you the location of the lair. (Mayor Nuntu does not count unfortuantely) if you get lucky and find the lair of a legandary ape try and stay on their good side. Their lairs will always spawn in the jungle, which is luckily a large portion of Qud, and you start off with only -100 rep with them. This can easily be negated with the Thick Fur mutation, or the Holographic Visage. Keep in mind however, with -100 rep you will not be allowed into their holy places, and the lair of Oroboqoru is counted as one such place.
  3. Very very rarely an Albino Ape can spawn as a "pilgrim" and they will travel across the jungle until they find the lair. I highly recommend not bothering with this method because the pilgrims are extremely rare, and there is no guarantee you will be able to follow them the whole way. They could die, you could lose them, they could despawn for any number of reasons. I do not recommend this method.

My, Myself, and I


Share the map with 10 clones of yourself.
Method 1.
> Get Temporal Fugue to rank 19
is this method ass? hell yeah it is, but its a route you can take :)

Method 2.
> Fit a Space Inverter pistol with a beamsplitter mod
> Fire it down a hallway and have it ricochet back into you
> This will clone you several times
This method is also really annoying because it relies on you having really high tinkering and the blueprint for a pistol that is quite useless outside of this instance.

Method 3.
> Buy or procure cloning draught
> Buy or procure metamorphic polygel
> Get to 5 or 10 cloning draft (This can be done through The Alchemist or slime bogs. Good luck lmfao.
> Multiply the drams of cloning draught with your metamorphic polygel. 3 if u have 5 drams. 2 if you have 10 drams.
> Drink or cook with the cloning draft, once you begin the "budding" process 1-3 clones will pop out. Repeat until you hit 10. (Or 30 if you want Clonal Colony.)

Method 4. THE GIGA END GAME SPOILER METHOD THAT I DO NOT RECOMMEND LMFAO.
> Be a high level esper with like 50 ego
> Beat mother f*cking Ehalcodon
> Use Temporal Fugue at at least rank 29/30
> Get Quantum Fugue to at least level 30
> Use both, congrats u have 30 clones lmfao.


Non-Locally Sourced


Cook a meal with an extradimensional limb as an ingredient.
Note: This cannot be done as a chimera.

First off, you must have at least 40 Psychic Glimmer, otherwise extra-dimensional invaders will not show up.

Step 1. Get invaded. If esper hunter, ignore. If extra-dimensional being. > Meats back on the menu boys.
Step 2. You or a follower must have the ability to dismember the being.
Step 3. Gather the fallen limb once the invader is dead
Step 4. Ensure you have Meal Preparation from Cooking and Gathering so you can use ingredients in cooking.
Step 5. Use the limb in a meal.
Step 6. Achievement get! *bark!*

Oops


Be killed by a companion on accident.
Warning: This kills your character.
This one is hard to force, but it can be done.

Step 1. Recruit a Snapjaw
Step 2. Rename the Snapjaw to "Big Jorge"
Step 3. Give Big Jorge either any heavy weapon that shoots huge payloads, or a metric crap ton of grenades, and assure that you disable Big Jorge's ability to used ranged and melee skills, and strip him of his other weapons.
Step 4. Get into melee combat with something, Big Jorge will now invoke castle doctrine on both you and the assailant and unleash a rain of black powder scented justice upon the entire parasang.
Step 5. Die.
:)

Peekaboo


Become loved by newly sentient beings.
Here is a list of all the things that can help you get reputation with this faction.
  • Completeing Landing Pads will give +300 reputation with this faction. Please read from Belong, Friends for more info.
  • Any time you find a creature that is "loved" or "admired" by newly sentient beings, water ritual them, this will give faction rep with them and its hard to come by.
  • Spam Schrodinger pages at a bookbinder. If you do not have a bookbinder in your world seed, I would not even bother going for this achievement.
  • Truekin can use the Holographic Visage implant to pump an extra 200 reputation, this can help, but will leave you 100 short if you do this and landing pads.

Note: Without a bookbinder or a reliable source of replicating Schrodinger pages this achievement is wildly dis-proportionally difficult. Thus if you do not have a bookbinder you can rely on to spawn these, do not bother going for this achievement.
Difficult Acheivements Part 3
Psst.


Find the oddly-hued glowpad.
The oddly hued glowpad is a low tier everything merchant found in the salt marshes.

Three tips for finding him.
  1. He can only spawn on the centre tile of a parasang. This means in total he can spawn on only 38 total tiles he can spawn in.
  2. The tile he does spawn on will be littered with Brinstalk. This is different from the watervine which is everywhere. If you notice the difference, its likely him.
  3. The oddly hued glowpad is a member of the Consortium of Phyta. This means that other legendary members of the Consortium can share his location. (Namely Asphodel, however lots of Legendary glowpads spawn just outside of Joppa.)


Rocket Bear


Equip the Flume-Flier of the Sky-Bear.
In strata 15 below Bethesda Susa is an enemy called Saad Amus, the Sky-Bear. You need to kill him.

He begins frozen in a cry chamber, and is essentially immune to most damage types until you get him out of there. You must prepare for a fight.

Method 1.
> Sunder Mind + Force Wall.
> He has no way of getting out of the bread and butter once he is done his aviation borne tantrum. This should kill him easily due to his low MA.

Method 2.
> Sleep grenades or Sleep gas. The tier of grenades matters little, and the ingredients used to gain the mutation also matter little. He is weak to sleep and this can be abused to kill him with realitve ease.
> Spam sleep, and finish off with either ranged or melee attacks, just dont let the gas disipate.

Method 3.
> Normality gas, an ontological anchor, or Anomaly Fumigator implant.
> Saad Amus uses and incredibly powerful vibrokopesh as his main weapon, with high skill in long blade and single weapon combat. The vibrokopesh ensures that he will penetrate your AV no matter how high, and the bonuses from single weapon combat will ensure he penetrates and hits twice. This can kill or disarm you quickly.
> Spam gas, drop an anchor, or keep your fumigator turned on and the fight in melee will swing in your favor drastically.

Once the bugger is dead equip his Flume Flier and get the achievement.

Note: You cannot get this if you are a Truekin with an actively installed Cathedra, as this takes up your back slot permanently.

Swollen Bulb


Consume 10 drams of sunslag in a single playthrough.
Step 1. Go to The Alchemist and buy a single dram of Sunslag from him.
Step 2. Go to The Hydropon if you have it located, there is a single dram of Sunslag in the very middle. This dram will not respawn.
Step 3. Go into the Palladium Reef and auto explore over every single time of palladium struts with coral on them. This is tedious but it is the only other way.
Step 4. Either stop when you hit 5 drams, or keep going to 10 if you want to trade sanity for currency.
Step 5. If you have 5 drams of sunslag, use a metamorphic polygel to turn it into another 5 drams, now drink all 10.
Step 6. Achievement get! *bark!*

Yes I know these stupid bulbs are so rare they might as well not exist. The wiki states[wiki.cavesofqud.com] that each palladium strut has a 1 in 500 chance to produce a bulb. But I promise you, they exist! Just look!


The Laws of Physics Are Mere Suggestions, Vol. 3


Prove the information paradox by causing your surroundings to glitch.
See all the steps for Total Makeover, but instead of pouring it on yourself, pour it on your surroundings.

The Narrowing Sky


Wear each of the six Faces of the sultanate.
Normally this is done across multiple playthroughs, this is because once a mask is taken from its coffin the rest lock forever. But can be done in a single one. This cannot be done in one run on Chimeras.

Step 1. If you are a mutant, ensure you have Precognition. If you are a Truekin, stock up on Sphinx Salt injectors.
Step 2. Climb the Tomb of the Eaters until you reach the Sultan Tombs, this is just above the Crypys.
Step 3. From bottom to top kill all the cheribum guards. They are tough fights, and often you wont be able to kill all of them without either help, a cheese tactics, or being heavily overlelved. They are designed to counter you in one way or another, but all have weaknesses. You can find their pages here for details on how to kill specifc ones.[wiki.cavesofqud.com]
Step 4. Once you have killed the cheribum, use precog or a sphinx salt and open the coffin, equip the mask, and go back in time. Repeat this 5 more time for the remaining masks.
Step 5. Achievement get! *bark!*

You Became


Have a cybernetic implant installed on every implantable body part.

The quickest and lowest cost you can do this at is license tier 10, costing 12 cybernetic credit wedges, minus the 6 you start with.

This is six 1 cost Skin Glitter, and two 2 cost Skin Glitter. You can change out any other 1 cost cybernetic for other limbs like night vision, or any other two cost for back and chest, like Transluscent Skin. But the same applies.


Fun fact: The highest cost you can achieve this at is license tier 64 costing a whopping 208 credit wedge point cost. Yikes!
The sh*t you were never going to find in a normal playthrough
All Those Who Wander


Travel to the pocket dimension Tzimtzlum.
Step 1. Get a dram of Neutron Flux The Alchemist always has one.
Step 2. Wander around Lake Hinnom or the Palladium Reef until you get lost.
Step 3. Once lost, wander until you find a giant clam, and walk on top of it.
Step 4. Clam! :D

Note: Anything that reduces your chance of getting lost will make this increasingly more annoying to get later on in the game
  • Wings (its very hard to do this with high level wings)
  • Compass Bracelets
  • Wilderness Lore Rivers and Lakes
  • Navigation System cybernetic implant


Become as Gods


Bestow life to 20 inanimate objects.
Method 1. You will need at least Tinker 2
> Get a Spray-a-brain, use psychometry (do not buy the mutation just use the good in Ezra.) to get its blueprint.
> Make 20 of these bad boys
> Become a god.

Method 2. You will need Tinker 3
> Scrounge across every tinker merchant you can find until you get the data disk for Nano-neuroanimators.
> Craft that bad boy and slap a nuclear cell, antimatter cell, or mecha power core in it. (Nuclear power cell will give it 20 uses anything better than it will give more than needed.)
> Use to bestow life to 20 objects.

Spray-a-brain can be found in Tier 6 or higher merchants. Sixshrew, Tilifergaewicz, and Santantalotze to name a few. Nano-neuroanimator and spray-a-brain blueprints can only be found in Tinker Merchant inventories. (You can also get lucky and have them as one of your data disk options when you purchase tinker 2 & 3 respectively.)

For a list of all furniture that can be animated check this wiki page.[wiki.cavesofqud.com]

Clonal Colony


Share the map with 30 clones of yourself.
Read the methods from Me, Myself, and I you just need to go harder on the cloning draft or Temporal Fugue.


:D Girls night, girls night, girls night! :D

Cubic and Wisest Human


Activate a time cube.
Timecubes are exceedingly rare and basically do not ever spawn in world (I have only found one in world in over 550 hours) so the best method is to simply force build one off merchant luck.

  1. Start a new character as Truekin Artifex. Why? They start with Tinker 2, and +3 to int, and come with 2-4 random injectors*, these will be important.
  2. Pump as much as you can into your Intelligence as you can. (Artifex's +3 from their caste allows you to get all the way up to 27.) This is so you won't need to level much to reach Tinker 3. I also recommend a good amount of points in ego so things will be cheaper. (More on that later.)
  3. Next you can either wander as you please and get some levels, or follow as I usually do. Hit up Six Day Stilt to get up to level 5, then go back to your home town.
  4. Complete your villages quest which gives you your home recoiler, and make sure to buy a cell for it if it did not come with one.
    You are going to create a loop. From your home village travel to Yd freehold, then to Ezra**, then either back to your home village, or to Six Day Stilt if it spawned with tinker or blueprint merchants. This is the loop you are going to farm to get the timecubes blueprint and lots of bits. IF YOU DO NOT WANT TO DO THIS METHOD FOR THE TIMECUBE READ BELOW AND WE WILL CHEESE IT.
  5. Once you have the required bits and the blueprint, craft it and activate it.
  6. Achievement get! *bark!*

* You will want one Love Injector or several Sphinx Salt Injectors, anything else you can sell for water.
** If you want to get Snake Oiler to make things cheaper you can treat with Asphodel in Omonporch from here, this will make all the bits you buy from henceforth cheaper.
*** TIMECUBE BLUEPRINT CHEESE METHOD
Warning: YOU CANNOT ABUSE THIS TRICK TO GUARANTEE YOU GET THE TIMECUBE BLUEPRINT IF YOU HAVE ALREADY UNLOCKED TINKER 3 ON YOUR CHARACTER. YOU WILL NEED TO START OVER IF YOU HAVE.

Once you have 300 skill points and 29 int, you can unlock tinker 3, but first you want to get one of two things. The more easily procured of the two being Sphinx Salt injectors. A lot of them. The other option is the Precognition mutation. This can either be gotten from a Gamma Moth (goodluck with that lol) or a relic of some sort. This is not really easily feasible, but if you happen to be in this camp you can skip the injectors.

First, start precog, or slam down a sphinx salt and then go to your skills menu, unlock Tinker 3, and if the options do not give you the Timecube, take a random one, and reset the vision. Or wait out the effect and go back if using an injector.

Note: Tinker 3 has the smallest pool of items that can be built in its tier, so you only have 25 items that you can get blueprints for, which makes each attempt a 3/25 chance you are going to end up getting the timecube. In testing I got this on my first attempt, twice. So either I got very lucky or the odds are really not that bad.

Donation Level: Kasaphescence


Make an offering at the Sacred Well of an artifact worth at least 200 reputation.
There are only 9 artifacts that can give you the 200 you need off the bat.
  • Blast cannon - Easily farmed/dismembered from leering stalkers
  • Phase cannon - Easily farmed from phase cannon tinkers/turrets
  • Swarm rack - From dismembering Chrome Pyramids, don't bother (also weighs 300lbs)
  • Spaser rifle - Loot from T7+ areas
  • Transkinetic cuffs - Can get from Tinker 3
  • Timecube* - Read above from Cubic and Wisest Human for methods
  • Mecha power core - Can get from Tinker 3
  • Hand-e-nuke - Can get from Tinker 3
  • Psychodyne helmet - Can get from Tinker 3

Anything you can get from Tinker 3 can either be obtained through the trick in Cubic and Wisest Human or farmed via tinker merchants. My recommendation is to farm the Moon Stair or Palladium Reef for phase cannon tinkers and let them put down their turrets, phase cannons are pretty common from them, and are the easiest by far outside of leering stalkers.

Note: Technically any item that is Jewel-encrusted will get a 5x multiplier to their cost, but these items are not exactly common. If you find a tier 5 artifact or weapon with this prefix you can likely check if it pushes 200+ but its not reliable to find. Same goes for extradimensional items, it is likely better to just keep them for their stats than use them for this.
The sh*t you were never going to find in a normal playthrough Part 2
Feast Upon the Goat Hearts! *cheers*


Perform the water ritual with Mamon Souldrinker.
A list of things you will likely need for this.
  • A love injector (or mutations in its place, beguile ect.)
  • Holographic Visage implant
  • 2-3 Schrodinger pages
  • A dram of blood (there should be some on the river to Mamon's hovel

Step 1. Go to Kyakukya and speak to Indrix, accept the quest "Raising Indrix"
Note: DO NOT CHOOSE THE DIALOGUE OPTIONS "Why are you called Pariah?" > "I must insist, why are you called Pariah?" THIS WILL MAKE INDRIX HOSTILE AND YOU CANNOT START THE QUEST. THIS MAKES MAMON MUCH HARDER TO FIND.
Step 2. Follow the river until you reach Mamon's place of rest (You can speak to the Wild-eyed water merchant and watervine farmer, but they cannot be treated for reputation with the Children of Mamon.
Step 3. Once you have found Mamon's "lair" now the choices differ.
Step 4.
Choice A. You can Beguile, Proselytise, or conciliate him via love injector then treat with him via 1 dram of blood.
Choice B. Use several Schrodinger pages (and possibly a Holographic Visage) to push yourself to at least -249 reputation with the Children of Mamon, anything lower than -250 will cause all the faction members to be hostile towards you. Once passive, you can go from there.
Step 5. Achievement get1 *bark!*
Step 6. [Optional] You may now either kill (if you don't mind oathbreaker) or trade Mamon for the Amarinthine Prism, and use it to get both Go on. Do it. and tsk tsk read above for their methods.

Leap, Frog.


Convince a frog to teach you how to jump.
Note: The Amphibious physical defect gives +100 with Frogs and Svardym. Not much but if you go with mutant for this it helps.

Note 2: I do not recommend bothering with trying to get rep with Frogs, as this requires you to find a legendary frog somewhere in the world, and as only only Ice Frogs and Bloated Pearfrogs can have lairs, that really does not bode well. Stick to Svardym.

The Method.
> Start a new character or continue a character you know has bookbinders in the stilt.
> Farm bookbinder restocks until you get several Schrodinger pages (or a lucky annuls chapter for svardym. You need to make up -475 reputation, plus 100 for the skill trade. (-375 if you took Amphibious, or -275 if you have a holographic visage set to Svardym.)
> Once you have at least 0-50 rep with Svardym wander around the Lake Hinnom/Palladium Reef area. Legendary Svardym lairs are very common in this area, you are not guaranteed to find one, but the chances are up there.
> Treat and get 100 rep, then learn leap!

Things to take note of-
  • If you are a Truekin and don't use Holographic Visage for the +200 rep, you can use a Social Co-processor. This will reduce the amount of reputation you need to trade for the Leap skill, and give you a good amount of extra rep when you treat with a froggo or svardyboi.
  • Tactful is good for this achievement, it helps a little.
  • If you have love injectors or really high ego and the ability to pacify svardym, you can go hunting in Lake Hinnom or Palladium Reefs. Once you find multiple lairs you can pacify all the legendary Svardym bosses and just get reputation via water ritual. This is how I did it (thought its much slower.)
  • Despite popular belief, the Svardym dudes in Yd Freedhold, while being Svardym themselves, very seldom end up being Admired by them. So treating with them isn't likely to give rep.

The Psychal Chorus


Drink 20 drams of brain brine.
Brain brine is found in three places.
  1. In the inventory of The Alchemist he always has one dram.
  2. Very rarely in Ichor merchants inventories.
  3. In the Tomb of the Eaters, in the lower crypts. Upper crypts do not have a chance to spawn with drams of brain brine.

This means the limitation of how much brain brine you can get is determined by what is within the tomb, or how patient you are.

Aditional note: Before you go drinking this stuff, note that it reduces your Ego by 1 for each dram drank, and takes about 20-30 turns for the effect to set in. If you somehow manage to drink more than 1 dram during the confusion it causes you will be wasting it.

Method 1. Doing this overtime.
> Clear the Tomb of the Eaters, ensure you have checked every reliquary (blue and gold chests in the small buildings.) for any brain brine.
> Buy the dram from The Alchemist
> Drink every dram you have, and repeat this process every time you do a new playthrough. This method takes time but its less of a pain.

Method 2. Forcing it in one playthrough.
> Follow the first two points for method one.
> Once you have around 4 or 5 drams procure as much metamorphic polygel as you can. If you have 4 drams you will need 3 polygels, if you have 5 drams you will only need 2 polygels.
> Duplicate the drams, pour them into one container, and duplicate again until you end up with 20+
> Cheers!

Note: Brain brine will absolutely f*ck your character up, often in positive ways but it will tank your Ego with each dram. So keep that in mind, there is a work around, you can either use Precognition, or Sphinx Salt injectors to drink a dram over and over again, ignoring the effect of it but ticking up the achievements internal counter. Or you can dominate a creature you dont care about, and force it to drink the brain brine, then return to your body once you have drank all 20.

Pyramid Scheme


Kill a Chrome Pyramid.
Yeah these guys suck.

With these stats it is essentially the highest level enemy in the game, save for one. And probably about the 4th hardest in my opinion.

Level: 56
HP: 4000 | AV: 35 | DV: 9
QN: 100 | MS: 100 | MA: 10
Strength: 44 | Agility: 23 | Toughness: 44
Willpower: 44 | Intelligence: 22 | Ego: 22

Method 1.
> Craft a Hand-e-nuke and an EMP grenade (Tier does not really matter)
> Throw the EMP grenade to disable its shield.
> Throw the Hand-e-nuke to kill it.
> Achievement get! *bark!*

Method 2.
> Stack up on forms of normality, EMP, or both. (Electric weapons work well, as does the Force Modulator implant.)
> Anything that causes normality will remove its permanent force shield, thus allowing you to attack in melee range. EMP sources will also do this, and disable the thing almost all together.
> If you can keep it perma-emped its basically a sitting duck
> This method is mostly fool proof, but don't go trying it at a low level

Method 3.
> Get as many heat producing sources as you can, plasma grenades, thermal grenades, flame throwers, pyrokinesis, ect.
> Reduce the pyramids heat with plasma and spam fire attacks until it hits its melt point
> This will cause an instant kill and you won't have to spend 20 minutes whittling at its 4000 hp, but it will take some time.
> If you can disable or disarm it that works well with this too.

Things to take of note:
  1. Mental attacks are useless.
  2. Because it has Regeneration 10 most melee skills (dismember, all cudgel skills, shank, hobble.) all are pretty useless.
  3. Disarming for a ranged fight is fine. But you do not want to fight in melee if you removed its swarm rack. Its melee weapon, the "distortion field"[wiki.cavesofqud.com] is not to be f*cked with.
  4. Ranged builds with high DV and a Phase-Adaptive Scope implant are actually very strong against pyramids, if you have a late game Truekin gunslinger this implant makes it a cakewalk.
The sh*t you were never going to find in a normal playthrough Part 3
Lottery Winner


Gain a mutation from a gamma moth's mutating gaze.
Gamma Moths are a rare insect that spawn usually in late game areas, deep underground, or in T6+ historic ruins.

There is an 80% chance that you get a defect of some sort, a 10% chance you get a random mutation, and a 10% chance you get some mutation points. I am not going to get into the nitty gritty of abusing this, because you just need that 10% roll once, but if you want to learn more on how to abuse this, this wiki page should offer all the info you need.[wiki.cavesofqud.com]

Its mutating gaze attack is what you want to hit you, it fires off as a pink / tile, and takes 100 turns to gestate. You will know if the gamma moth hit you with the correct attack, and if that attack penetrated if you see in your chat log the message "You start to feel unstable." and if you have the status effect "mutating" in your active effects tab.


Method 1. Fastest method, for throw away characters and chimeras.
> Find a gamma moth
> Let it attack you repeatedly until you mutate. Heal through the damage, or use mutations to avoid the moth while the mutations gestate in you. Once 100 turns have elapsed and you get your reward, if it is not a mutation, repeat the process until you either rack up every single defect in the game and turn the chance of getting a mutation into a 50/50 with getting mutation points. Or you get lucky.

For the next two methods you will want two things.
1. Meditation which you get from Self-discipline. This can be taught by Seekers of the Sightless Way. But is pretty cheap otherwise. This will triple the speed of the mutation process, very useful.
2. Tomorrowful. For the most part you are going to have to go to Chavvah and speak to _ yes the NPCs name is _ and treat with it for the cost of about -200 reputation (Social Co-processor can help with this a lot of you are a Truekin.) Otherwise you can sometimes get it from Skillsofts among other methods, but they are too far and between to be useful to us here. This will double the effective length of all futuresight abilities. Precog and sphinx salt being our boys.

Method 2. Requires some set up, this is for espers and undefined morphotype mutants.
> It is 100% required to have Precognition if you want to do this safely. So ensure that you have this unlocked either at character creation, or you pick it up later on down the line. Force wall, Teleportion, and Phasing help.
> Get precog to either rank 23, or 10+ with Tomorrowful (you see why I said its useful now?) This ensures your futuresight will last well beyond the 100 turns required for the mutation to gestate.
> Find a gamma moth and ensure that the neighbouring tiles surrounding it are clear of most if not all enemies.
> Find a gamma moth, use precog, once it hits and you see the "mutating" effect you disengage from the fight. Either block it off and run away, or teleport to a far side of the map and travel to a tile over that you know is safe.
> Once you are safe begin to meditate. This will quicken the effect to 3x the speed and won't take 100 turns to pop.
> Once the effect pops you will get a text prompt that tells you what you have gained. You may choose from there how you wish to continue.
> Getting any positive mutation either mental or physical will cause the achievement to pop. But you can choose where to procedd afterwards.

Method 3. Requires a lot of set up, this is only for Truekin.
> Unlock meditation through the Self-discipline skill tree.
> Farm gutsmongers (one is guaranteed to be at Six Day Stilt on the tile east of its entry.) until you have 3 Intravenous Port Implants. (2 if you have Tomorrowful.) Install them. This will ensure your sphinx salt vision lasts over 100 turns
> Find a gamma moth and ensure that the neighbouring tiles surrounding it are clear of most if not all enemies.
> One you get close to the moth inject a sphinx salt injector and let it hit on you until you see the "mutating" effect. Now either kill it, or disengage from the fight. Freeze grenades, or mental mutations granted by relics will help.
> Once safe begin to meditate until the mutation pops. If you get a positive mutation the achievement will pop. Otherwise unlike with espers you cannot just cancel the vision, you have to wait until the effect wears off.

Wander Darkling in the Eternal Space


Lose your will to live.
A cryptic title, but this one has to do with the Amaranthine Prism. Read from Feast Upon the Goat Hearts! *cheers* on how to get it.

Warning: This kills your character.

Once you have it, it is just a matter of equipping it, and waiting. Every four days, or 4,800 turns the prism will increase your Ego by 1, and decrease your Willpower by 1. when you reach 1 Willpower and this effect happens again, it will permanently kill your character.

This effect cannot be reversed, as nothing can remove it once it is on, and due to how long the nature of this items effect is, neither precog, nor an infinite amount of sphinx salt injectors can save you. This will kill you, it is just a matter of when.

The Recitation of the Drowning of Eudoxia by the Witches of Moonhearth


Wear the Otherpearl.
This item is probably the most expensive in the entire game and can only be found from the entity that resides within Tzimtzlum. To see how to go there, read from All Those Who Wander and go from there.

Easiest way to get this item is to save up relics, crysteel gear by the hoard, and high value, low weight items like laser rifles, and relic books/injectors. Having very high Ego, and Snake Oiler can really help, but I won't lie this one is just annoying to get due to the fact it almost always costs between 25,000 drams, and over 50,000 drams. It looks cool tho :P


Fun fact: it can be duplicated with metamorphic polygel!
The sh*t you were never going to find in a normal playthrough Part 4
Sound Sleeper


Wake peacefully from twenty dreams.
This one requires a lot of set up, but I have it down to a science.

A quick rundown. In the Moon Stair, you will find "Dreamcrungles" these enemies will charge a beam attack, akin to that of the Lithofex, and when it collides with something, forces them into a dream.

A dream is an alternate reality where you control an entirely new body, with the objective of reaching the next level. This can be achieved a number of ways, but I will show you the two I used.

Note: You must "successfully" escape the dream for this achievement. If you die within a dream, die outside of the dream in your original body, or get woken up "fitfully" from someone attacking you or a status effect like bleed, you will fail the dream.

Method 1. Wander mode.
Step 1. Create a new mutated human in wander mode with the mutations Phasing, Precognition, and Clairvoyance. (Only precog is required, but the other two help.)
Step 2. You may gain some xp to get some wayfaring skills to make the journey easier, or go straight to the Moon Stair, the choice is yours. Stop by Yd Freehold or any villages close to the Moon Stair so you have a checkpoint.
Step 3. You must locate a dreamcrungle. This is what they look like.

Step 4. Ensure any enemies that might wake you from the dream are kited to another tile, or killed. Once you have a dreamcrungle cornered, its time to farm.
Step 5. Activate precog, and step into its line of sight. The dreamcrungle should charge its "crungling gaze" mutation, yes its called that lmao. After 3 turns it will fire, and so long as you are in the projected line of fire, it will hit you.
Step 6. Once in the dream you will be forced to get xp, but since we are in wander mode combat does not give us any. How do we achieve this? The world map baby, any lair, village, ruin, will essentially gives us a full level off the bat.
Step 7. once you wake from the dream regardless of whether it was fitful or restful, revert the precognition. Dreamcrungles becomed "sated" after a successful dream, or disappear outright after a fitful one. So in order to avoid finding a new dream crungle and repeating steps 3 through 6 all over again, we use precog to farm the same one. Tadah!
That is what makes this method easier in my opinion. Repeat this process 20 times and... Achievement get! *bark!*

This is the ideal set up, and how I farmed it :)

Pros of this method.
  • Wander mode makes all combat very simple to ignore.
  • Finding random lairs, dens, villages is easier than the randomness of combat.
  • Wander mode makes most of the enemies in Qud passive to you, so getting to the Moon Stair is much less of a pain.
  • Wander Mode is unloved and this is a good way to use it :) yay!

Cons of this method.
  • Spawning underground basically means you cannot wake from the dream successfully unless you hit the one in a billion chance of spawning close to a Girsh Nephilim lair.
  • Combat offers no xp, meaning if you are forced into it while in a dream its purely a waste of time.

Method 2.
Step 1. Follow steps 1 through 5 from method 1.
Step 2. Assess your skills, possible mutations, level, and stats.
Step 3. Once you have bearing on your surroundings, and character, attempt to murder anything that will give xp. You can check the Battle Experience Formula[wiki.cavesofqud.com] to check via your own level to see what is worth killing in the dream, or what might be a waste of time.
Step 4. Have a good amount of luck. This method requires a lot more luck due to crappy combat roles, spawning as something low level, or dying instantly for some odd reason.

Notes: Sometimes you will just get unlucky and have to reset :/ You can spawn as any number of things, few creatures are barred from being a dreamspaw. You might end up as a Prism perch, or glowfish, stuck to a single segment of water. Or as a goat in a mountain range with zero enemies nearby. Its dumb luck and really annoying, but trial and error is how you get it. It took me about 2 hours of grinding.

Surprise!


Eat the Cloaca Surprise.
Note: You cannot get this achievement as a Truekin.

Step 1. Get from -475 rep to at least -249 with Mollusks. But you want to shoot for 0. How can this be done? A number of ways.
  • Schrodinger pages entangled to the Mollusk faction
  • Snail-encrusted gear, these are very rare, but give a whopping +250 per each one wielded. If you get lucky and find one, or even two? It makes a world of difference.
  • Electric snail shells give +200 rep with mollusks, and two can be worn if you have the Two-Headed physical mutation.
  • Treating with either Slog, who we need to get the Cloaca Surprise from, or 0lam who resides in Tzlimtzlim. To find its realm read from All Those Who Wander.
Step 2. Get a single dram of slime.
Step 3. Descend into the bowels of Golgotha, into the pit with all the slime, welcome to the Cloaca.
Step 4. Find Slog, our beloved slug wife, and treat with her, this requires a dram of slime.
Step 5. So long as you have at least 50 reputation you can ask her to teach you the recipe for the Cloaca Surprise! "You know why I'm here, Slog. Gimmie that slugussy."
Step 6. Acquire one dram of Black ooze, Brown sludge, and Green goo.
Step 7. Assure you have Cooking and Gathering unlocked otherwise you can't use the recipe, but once you do, cook up the Cloaca Surprise, and enjoy your transformation!


For details on what this transformation does you can read here.[wiki.cavesofqud.com]
The sh*t you were never going to find in a normal playthrough Part 5
My Many Facts


Eat the Crystal Delight.
Note: You cannot get this achievement as a Truekin.

Step 1. Pray to whatever god you believe in, this one sucks.
Step 2. Travel to Eyn Roj, and talk to the NPC at the bottom of the trunk, they will reveal to you the location of Chavvah, their "Keter."
Step 3. When at Chavvah, speak to all the NPCs there and treat with them, make sure you have at minimum 50 reputation with Chavvah.
Step 4. Talk to Thicksalt on strata 1 above ground level and trade 50 rep for the recipe to the Crystal Delight.
Now comes one of the worst RNG grinds in the entire f*cking game...
Step 5. Acquire A Crystal of Eve, one dram of Pure warm static, a glitter grenade mk 3, and a gentling cone. :| if that sounds outrageous, its because it is.
Allow me to explain.
  • Crystal of Eve - This item is an exceptionally rare food ingredient only used for the purpose of this recipe, and making Sphinx Salt injectors. (Though due to their obscene rarity I have no idea why you would ever use it for the lattter.) These spawn in 3 places. Exceptionally rarely in the 1st through 5th strata of the Moon Stair on young crystalline roots which they are harvested from. In very deep underground caverns -30 to -60 strata at least. And finally in merchant inventories of tier 7 or above. Meaning basically only Tilifergaewicz and Santatalotze. Yeah. In almost 600 hours, I have seen two in total.

    Best Method: Check Tili and Santa for this item, if you want to hunt for it in the underground or Moon Stair, be my guest but its best to just check the merchant stock and save your sanity.

  • Pure Warm Static - Not to be confused with Dilute Warm Static, which basically litters the Moon Stair. This is found in one of 3 places. In The Alchemist's stock. Very rarely in Ichor Merchant's stock. Or as a 20% drop rate from Zero Jells in the Moon Stair. This is your best bet outside of alch, its a fairly common drop.

    Best Method: Go to the Moon Stair and hunt Zero Jells, they are pretty common and at a 1/5 drop chance you can get this within a few minutes.

  • Glitter Grenade Mk 3 - Yeah good luck with this one. These cannot be built, only drops with artifacts of Tier 7, are almost never found in merchant stock, and are literally useless outside this recipe. Glitter dust is ass. Best bet is to hope that endgame Putus Templars spawn with them, as they tend to have a random assortment of high tier grenades. The trick is stopping them before they waste them all, lmao.

    Best Method: Check the inventory of tinker merchants because very rarely they can sell these, it is where I got mine. Hunting Putus Templar can also help. But they are not reliably found.

  • Gentling Cone - You need to find Putus Newfathers. Not the most uncommon enemies around, but there is no guarantee their followers will be wearing a cone, because they can spawn with a Gentling Mask on as well, which is basically the same thing, but doesn't work for this recipe. Sounds fair, right?

    Best Method: Wander around Qud in the hopes of finding Putus Templar camps, or check every single legendary merchant lair, and some legendary creature lairs, along with Mechanimist's convert camps. These can sometimes have converted or guard newfathers. These will be flanked by their "domesticated children" which you can look at to see if they are wearing a mask or a cone, if they have a cone- slaughter them.

Step 6. Assure you have Cooking and Gathering unlocked otherwise you can't use the recipe, but once you do, cook up the Crystal Delight, and enjoy your transformation! (It is extremely broken at all points in the game.)

Ten-Sludge Monte


Kill a decasludge.
Okay this is easier than it sounds, if you follow my method. Good luck killing one naturally.

Step 1. Unlock Proselytise and find a mono/dou/tris-sludge. They have 0 Ego, Willpower, and only 1 Int. So turning one into a companion is extremely simple. I don't actually think any other creatures are this easy to befriend.
Step 2. Slather ur newly found friend in all the liquids you are missing to get it to ten!
The easiest to obtain liquids are as follow.
  • Primordial Soup - This is the base liquid of all sludges and is always in them.
  • Water - It is everywhere, you can spare a dram, for a friend :3
  • Slime - Slime bogs have this in massive quantities, and killing a slime will produce lots of it.
  • Blood - Creatures of flesh and bone will drip this in small amounts, easy to find.
  • Salt - The salt desert has this in huge amounts, otherwise can be found in Ichor merchant, Kipper, and Chef merchant stock.
  • Lava - In huge concentrations deep in the Asphalt Mines.
  • Wine - Kippers, chefs, and weeps have this in trace amounts.
  • Cider - Kippers, chefs and weeps have this in good amounts.
  • Asphalt - In huge concentration in the Asphalt Mines.
  • Convalescence - In huge pools the 2nd, 3rd, and 4th floors of Bethesda Susa.
Step 3. MURDER YOUR NEWLY FOUND FRIEND...
Step 4. Achievment get! :D *bark!*

The Quasar Mind


Attain 200 psychic glimmer.
Long playthrough Espers will attain this very deep into their explorations. You want to go tall on Ego, and wide on mutations. Never spend a mutation point to level up a mutation, you always want to be spending 4 points to get a new mutation as that will pump your Psychic Glimmer more. Whats better? 4 extra points in one mutation. Or getting a whole new mutation that is being boosted by your Ego bonus, which can potentially reach the dozens. (at around 40 Ego your bonus is 12, which equates to 12 glimmer.)


Things that will pump your glimmer that can help.
  • Farming esper hunters for the 10% chance to steal their Ego. This is slow to start but once you have 30+ Ego they are basically every other tile. It is very annoying, but a good way of having absurd amounts of Ego, which equates to glimmer.
  • Using Mass Mind throughout a playthrough.
  • Equipping the Kesil Face mask, which increases your mutation levels by 1, this will also give +1 glimmer.
  • Wearing the 0therpearl. (this can be duplicated with metamorphic polygel, for a whopping 80 quick glimmer.)
  • Relic equipment that adds a certain mental mutation at a specific level will add to your glimmer count.
  • Recipes that give you mental mutations at specific levels will also give you temporary mutations, and thus temporary glimmer.


/The cheese method.
> Start a new character, pick the Mass Mind mental mutation.
> Use Mass Mind 200 times.
> Achievement get, lol. *bark!*
The sh*t you were never going to find in a normal playthrough Part 6
The Woe of Apes


Kill Oboroqoru, Ape God.
Read above from In Contemplation of Eons to find this tubby monke.

Monke stats
Level: 40
HP: 880 | AV: 14 | DV: 17
QN: 100 | MS: 100 | MA: 16
Strength: 52 | Agility: 39 | Toughness: 42
Willpower: 40 | Intelligence: 11 | Ego: 26

Skills: Every Cudgel skill, every Multiweapon Mastery skill.
Mutations: Multiple arms (1) the rest don't matter.

As you can see, he stronk asf.

Method 1.
> Kill every monkey, baboon, and ape in the area around him so you don't be disturbed during your brawl.
> Lock him in a cage with either Force Bubble or Force Wall.
> Slowly whittle his health away with grenades, bleeding, or dismemberment. He is weak to those mostly. The bread and butter Sunder Mind + Clairvoyant can kill him from range without a single retaliatory move.

Method 2.
> Get to good standing with apes.
> Treat with Oboroqoru, and take him in as your follower. (You may also Proselytise or Beguile him if able.)
> Once he is pacified you can freely kill him without physical retaliation. (You may wish to do this with precog, or a sphinx salt injector if you treated with him, because this will break your water oath and give you a crap ton of negative reputation across every faction.)


Note: Killing Oboroqoru gives a metric sh*t ton of negative rep with all his allied factions, 4 times the normal amount. So if he is friends with someone you like, be prepared for a reputation crash.

Tourist


Visit 100 generated villages.
Notes: Your starting village if you choose to spawn somewhere other than Joppa does not count for this. There is also a limited amount of villages that can spawn per playthrough. The best you can get each playthrough is around 25~30.

Method 1.
> Play through Qud as you would, and take note whenever you discover a village, trading secrets with them may prove to reveal more villages in different areas.
> Read the wiki page on village generation[wiki.cavesofqud.com] to figure out the nitty gritty if you want to.
> You will get this eventually.

Method 2. Slightly cheese.
> Either have Precognition or Sphinx Salt injectors.
> Find or purchase a Schrodinger page.
> Activate precog or an injector, and entangle the text for a village you have not discovered.
> Go back in time, and repeat until you have discovered every village in your playthrough.
> Make sure to visit them so they pop up on the map and are not just marked in your journal.

Method 3. Very cheese.
> Make a mutant, take Precognition.
> Find a village by rumor or any other method.
> Travel to one of the outer tiles on the parasang the village is on.
> Use precog and walk into the centre tile, discovering the village.
> Repeat 99 more times.
> Achievement get! *bark!*
Stopsvalinn, Isner, and Kindrish
Disclaimer!!! Please read this section before any of the following guide portions.
Every single one of these things is essentially impossible to find out in the world without incredibly insane luck, or Schrodinger pages to get in good favour with the trolls. If you have completed Decoding the Signal and killed every single troll, you may as well start the hunt on a different character. There are different methods of finding each one, and I will go over some, but the chances are not as guaranteed as the method below.

This is the 99% guaranteed method.
Pump your reputation to at least 0 with the Trolls faction. Yes, this will likely take 2-3 Schrodinger pages, or a Holographic Visage + maybe Tactful, but they are the only faction in the game that pretty much guarantees you will get all 3 journal locations in one run. Each can give out 2 hints so you need at least 2 alive if you want to guarantee you find all three. I do not know the % chance weight of them telling you where each artifact is, but I have had a 100% success chance, across 3 runs where the trolls gave me all three secrets back to back when I asked for them to share with me. If you get unlucky you might end up with secrets pertaining to items of The Great Machine. But precog and or Sphinx Salt injectors can help you assure you get what you are looking for. With that said, we move onto the easiest of the three.

Knight Conical


Recover Stopsvalinn.
Aside from the method explained above there are two methods in which you can find Stopsvalinn.

Note: Nine times out of Ten Stopsvalinn will spawn on either a Canyon, Salt marsh, or Flower Meadow tile. I have not see any concrete data on this, but I have never seen it spawn outside of a difficulty 2 zone.

Method 1. Da bears.
> Do as much stuff in the story as you can to rack up Barathrumite standing. Unless you plan on doing Landing Pads, this rep will be stacked up for no real use the entire game. Burn it at Otho or Q Girl for secrets, and they have a very small chance of showing you where Stopsvalinn is.
> You may wish to use precog or sphinx salt here, because the chances are quite sh*t in my testing.

Method 2. Gah-ha-ha!
> Become a god amongst the snapjaws by whatever means necessary. Schrodinger pages, spam beguiling and treating with legendary snapjaws, anything you can.
> Trade secrets with the snappy bois until they reveal the one who has Stopsvalinn.
> Once you find its location you can be a savage freak cruel meanie and kill the poor guy for his cool shield.
> Or be a totally nice awesome person and ask politely/use a form of mind control to get it :)


The Spirit of Vengeance


Recover the Ruin of House Isner.
Alright so here is this things deal.

This unique pistol will spawn essentially only spawn within these restrictions.
  • ONLY above ground, it will never spawn in a cavern layer or strata that is negative or positive to ground layer.
  • On the left most half of the map, as depicted in the picture below. Meaning anything close to the Rainbow Wood, Moon Stair, or Banana Groves is off limit.
  • Not a spawn restriction but it will only be marked on your map through methods where an NPC gives its location. Markov text clues will have to be pieced together by you.

Possible methods of finding Isner.
  • Reading books, (ONLY white text books, yellow text books have predetermined text within them and will not be changed.) reading graffiti, talking to some bird NPCs, talking to Euclid in Barathrum's study. These will all possibly give you fragmented sentences that can lead to directions or a parasang it is close to. I highly recommend ignoring these. Even if you find one its no guarantee it will bread crumb to anything useful, it just might give you a 20x20 parasang zone to sweep. (if you feel like sweeping 3,900 tiles be my guest tho.)
  • Barathrumites, much like with Stopsvalinn, have an extremely low chance of revealing its location to you, but its not a likely secret to learn from them.
  • If it spawned in the salt marshes, Joppa denizens and any other villages within the salt marshes can teach you its location.
  • If it spawned in the salt dunes, Dromad merchants, Issachari members, and salt krakens can teach you its location.
  • If it spawned in the desert canyons most faction members that reside within the canyons and their races can teach you its location. (Equines, Mysterious strangers, ect.)
  • If it spawned in the flower fields you are most likely to learn it from the Hindren of Bey Lah, but insects can teach you in too (Unshelled reptiles can help you locate insect lairs to learn this. Its a chain.)
  • EXTREMELY rarely, if a village spawns close to Isner, it can become that villages quest item. Now this does mean you have to turn it in to the quest vendor, but you can easily just keep it for yourself and duplicate it with polygel later if you so please.

However, all these methods f*cking suck. Like a lot. So just use the Troll reputation method if you must farm this thing. Also the -400 water baron rep means nothing because literally 0 NPCs in the game are under the catagory.

Close the Loop


Recover Kindrish.
Ah my sweet beloved Kindrish...

Imma be real, you are not getting this thing without the help of trolls.

Kindrish will spawn on a completely random tile within the zone tiers of 4 and 6. It can be anywhere between the ground floor, and the 9th strata below ground level. On the bright side, it will always be in the centre tile, so you only have to check 1/9th of the tiles you would have to find Isner at random :)))

Here is a crappy "heat map" of where Kindrish can spawn.


With all that in mind, if you follow the Troll reputation method, they will lead you right to it! Because they are literally the only faction who knows where it is. Otherwise have fun scrounging through every mountain tile, ruin, Lake Hinnom, and dense jungle :S

Since there is less to put here, I will simply tier list how bad each f*cking area is if Kindrish spawns there

  1. Ruins - The best you can get, since they are few and far between, already have stairs that go deep into the earth in the centre tile, and easy to find!
  2. Lake Hinnom - Frustrating due to the amount of water, and the Svardym are annoying, but even with being on the high end of zone tiers for Kindrish, this one is not that bad!
  3. Lakes and Rivers - Very very annoying, purely due to the absurd amount of Madpoles around. Not bad if you have skills or implants that speed you up in water, but still one of the worst.
  4. Mountains - Simply annoying due to their traversal being so friggin annoying, and digging straight down will always require a spiral borer unless you get lucky.
  5. Rainbow Wood - Completely infested with sludges of varying degrees of annoyance, littered with so many mushrooms it makes travelling through it and not getting a fungal infection nearly impossible, and the biggest kicker is you can't travel through it on the worldmap. So if its deep in one of the corner sections you gotta count tiles to make sure you have found the right place before you begin to descend.
Token of Gratitude
Token of Gratitutude


Be gifted a 10-pointed asterisk.
This requires you to complete the quest Landing Pads just like in Belong, Friends with the caveat that instead of finding three villages for the Slynth, you need a total of at least ten.

Here is a list of all the static generated villages, and their benefits.
  • Joppa/Your starting village - Joppa has 3 NPCs and 1 quest that will give reputation, it is very easy to reach 600 with either, this should be your first. Random generated villages have 2 NPCs but 2 quests to complete, it equals out.
  • Grit Gate aka Barathrumites - Through progressing with the main story you will very easily get well over 600 reputation, not to mention there are 3 NPCs you can treat with for extra rep.
  • Six Day Stilt aka Mechanimists - Has 2 NPCs you can treat with and the Sacred Well makes getting reputation a breeze, easily the second fastest faction to do this with.
  • Pariahs - Lulihart, the NPC you get Petals on the Wind quest, which leads you to Bey Lah is the stand in leader for Pariahs. This faction is very easy to get rep with, Lulihart can be treated with, and any Pariah can very easily give 200 rep each because they trade the easiest secrets and lore in the game.
  • Bey Lah aka Hindren - Very easy to get standing with, has technically 3 NPCs that can be treated with, 1 quest, and you can get a free +400 rep if you give them back the Kindrish. (For info on finding it, read below under Close the Loop)
  • Yd Freehold - Has 2 NPCs that can be treated with, aside from that this can be a tad annoying to get rep with.
  • Ezra - Has 2 NPCs you can treat with (1-FF takes oil, which can be annoying to get, keep that in mind.) Yla Haj is not guaranteed to be liked or admired by the villages or Ezra, so this can take a little luck.
  • Mopango Enclave - This is inside the Tomb of the Eaters, which is annoying to get to unless you do the main questline. They also only have 1 NPC you can treat with and no quests (that give rep) so this can really be a pain to get up to 600. You also start at -150 base reputation. I recommend skipping these guys as they are just as annoying as random generated villages.
  • Kyakukya - Has 2 NPCs that you can treat with, but no quests (that give rep) so this one can also be a pain, if you find legendary creatures in the area they have a chance of being hated by the villagers of Kyakukya, so that can be your lucky break. Otherwise you need to farm pages.
  • Chavvah - Has a total of 7 NPCs you can treat with, however they only give 25 reputation per treat. This is a total of 175 rep without any boosts. (Tactful only gives 5 extra rep per treat :( which sucks.)
  • All randomly generated villages - These will have 1, or rarely 2 quests which will send you in some random direction to find some f*ck off things in a dense thicket of wilderness for no good reason other than "free-ish stuff." But, most of them start at 0 rep, so this can be easier than the mopango at the very least.

The very long method.
Setup: First off, I highly recommend doing this on a character who has access to at least a single bookbinder. These can be cloned to farm Annuls of Qud chapters, or Schrodinger pages. Which are practically essential to this. Doing this quest without them requires farming legendary creatures or merchants, which is 100x harder.

Secondly, you are going to want as many boosts as possible. Unlock Tactful, as the extra 25 rep does make a difference, and if you are a Truekin you can absolutely 100% abuse Social Co-processor for this achievement. (Disclaimer, the bonus from these only effects the primary faction the NPC is a part of.) It is by far the easiest way to get this achievement aside from cloning bookbinders. For just how broken you can make this implant, please read above from Mechanimist Reformer it helps a lot :)

Execution:
Joppa: Treat with Mehmet, Elder Irudad, and Warden Yrame. You should be at 160 rep now. Complete the quest What's Eating the Watervine? You should now be at 360 rep. Find 4 locations in the salt marshes, and trade their location to Mehmet, and Irudad. You should now be at 560 rep. If you have Tactful this will push you instead to 610, and you are done! If you don't have Tactful, you will need to hunt a legendary that is hated by Joppa. (Just get Tactful.)

Grit Gate: Complete the quest More than a willing spirit, you should be at 100 rep. Treat with Otho, and share with him 2 secrets. You should be at 300 now. Treat with Q Girl, and share 2 secrets. You should be at 500 now. Next you can do one of three things. 1. Treat with a random Barathrumite tinker in the world, they are common. 2. Complete Decoding the signal. or 3. Spend a Schrodinger page. I recommend path 2.

Six Day Stilt: Read from Donation Level: Kasaphescence for donations to the Sacred Well. Step 1. Treat with the High Priest of Six Day Stilt, and share two secrets. Go to Bethesda Susa, treat with the High Priest of The Rock, and do the same. Now split the difference by tossing in every artifact you can find to reach 600, this shouldn't take long.

Pariahs: Treat with Lulihart in Six Day Stilt and share 2 secrets. You should be at 200 rep. Treat with Indrix in Kyakukya. You should be at 300 rep. Best method forward is to use Schrodinger pages, but legendary pariahs are actually fairly common. Check the salt desert.

Bey Lah: VERY IMPORTANT NOTE. YOU CANNOT HAVE THE SLYNTH TAKE BEY LAH AS A SETTLEMENT CHOICE IF KEH IS THE LEADER OF BEY LAH AFTER KITH AND KIN, OR IF BEY LAH IS DESTROYED. ENSURE YOU DO NOT REACH EITHER QUEST ENDS. To find out who will become Hindriarch read here.[wiki.cavesofqud.com] and to find out the best outcome to avoid Bey Lah's downfall, read here.[wiki.cavesofqud.com] You may also wish to deliver the letter, read below at The Sonnet for more.

First, finish Kith and Kin, ensure that you get the best ending (the one labelled Prosperous) because this will ensure you get the most reputation from completing it. Assuming you get that, you should now be at 200 rep. Next treat with Neelahind, and Hindriarch Eshkind, trading 2 secrets with the latter. This should get you to 500. Next you will need to do one of a few things. 1. Use a Schrodinger page. 2. Find and hand over the Kindrish. 3. Kill a legendary enemy hated or disliked by Beh Lah.

Yd Freehold: Treat with Goek, and share 2 secrets. Next treat with Warden Une. You should now be at 300. From here I recommend using one or two Schrodinger pages, as Yd Freehold rep is a pain in the ass. Otherwise farm legendary enemies in Lake Hinnom and the Palladium Reefs, one is bound to be hated by this settlement.

Ezra: Treat with Mayor Haddas and share 2 secrets, next treat with 1-FF. You should be at 300. Next I just recommend using a Schrodinger page, as the quest that Zothom gives you doesn't give rep at all :(

Mopango: Given that you start at a negative value, and they only have a single NPC to treat with, and no quests that reward reputation I highly suggest you just do a random villages bidding than try to convince these guys. If you got lucky early on and scored some rep with them, sure, by all means go for it.

Kyakukya: Treat with Mayor Nuntu and share 2 secrets, then treat with Indrix. You should be at 300. From here you can either check the surrounding jungle for legendary enemies that are hated by Kyakukya, or use a Schrodinger page. Has the pattern sunk in yet?

CONTINUED BELOW. I KNOW, THIS ONE IS LONG.
Token of Gratitude part 2-ish
Chavvah: Treat with Dyvvrach, Miryam, Tammuz, Thicksalt, Tikva, Tzedech and _. This will give 175 rep. With Tactful it will give you 210. Next you will likely want to complete If, Then, Else even though it is a very long quest and requires you to be fairly deep into the game, it gives 200 rep. And if you are going for this achievement, you know what to expect. Once you are done you should be at either 375 or 410. Next I would just use a Schrodinger page, you can give a few secrets to try and push the envelope, but secrets Chavvah are willing to take are very rare, and hit or miss how many you will get to give.

Massive note for Truekin: Social Co-processor, the goat that it is, absolutely changes the game for the entirety of this quest. It allows you to essentially break half the factions requirements in two. A majority of the easy ones become easier, the ones where you need to spend a page might save you one, and it literally DOUBLES the amount of reputation you get with Chavvah. And that is will zero local lattice power!

Finishing things off:
Once you have ten factions at 600 (you may wish to check your quest journal and count that you have exactly ten to be sure.) head back to the Slynth and finish the quest in the same way you did in Belong, Friends.



You can read on how broken or kind of middling the effect of your reward is here.[wiki.cavesofqud.com]
Just... Why?
So, you have made it to these achievements. I neither envy, nor pity you. I know how I felt trying to get these, but I will at least make the headache of trying to wrap around exactly how the f*ck anyone was supposed to figure these out without a wiki in their back pocket.

I-


Wink out of existence.
Warning: This kills your character.
There are many instant deaths in Qud, but several of them are named and give different achievements. This one is very very specific, here is how I did it.

Step 1. Start a new mutant human, take Domination, and max out your Ego. (You may need to increase your level a bit for Dom to have a good chance at working.)
Step 2. Shuffle through tinker merchant inventories until you find one of three things. 1. Normality grenades. 2. And ontological anchor. 3. A normality pump. The grenades work best and are easiest to get, any tier works.
Step 3. Find an enemy with Temporal Fugue. I recommend the cylopean gibbons by Omonporch, they are in abundance and you don't need to engage combat with one since they are constantly going aggro on the trees there.
Step 4. Leave the grenade, anchor, or pump in the ground.
Step 5. Force the gibbons to use temporal fugue.
Step 6. Dominate one of the close.
Step 7. Detonate the grenade or walk into the anchors cloud or spray the pump and walk into the gas cloud.
Step 8. Cease to exist.

Dream Within a Dream


Enter a waking dream from within a waking dream.
You will want to read above from Sound Sleeper for the method of which to achieve this. The ONLY way to achieve this is to get extremely lucky, spawn as an NPC in the Moon Stair, and wander around until you find another dreamcrungle, then let it attack you, thus putting you into a second dream. A dreamception if you will.

I have no further tips for this other than extreme patience. I got this on my 11th dream while I was farming. My friend had to farm over 81 dreams to get this. It really is just dumb luck.

Jeweled Dusk


Be transmuted into a gemstone.
Warning: This kills your character.
There are two ways of getting this one, but neither of them are common, at all.

Method 1. The scientific method.

Disclaimer: This method requires reading lore exerts you will find in game, if you want to farm sultan lore please read below from Biographer.

Once you reach the Tomb of the Eaters, ascending until you reach the Sultan Tombs (the rooms with the pretty masks u want) there will be enemies that are guarding each sarcophagus, these enemies are always Cheribum. Cheribum have 11 castes that they can be a part of, but we want them to be a part of a very specific one. We will come back to that, before then we need to talk about Sultan Lore so we can possibly identify if we have the specific Cheribum in our world seed that we want.

Sultans will have themes in their lore. These will dictate essentially what prefix, and by proxy attributes, their Cheribum will have. You can read on the sultan themes here.[wiki.cavesofqud.com] I highly recommend you do, as it can be a little annoying figuring out what exactly a sultan's theme is without knowing all the keywords and what they lead to. Occasional passages that talk about people, places, things, usually linking the same word or group of things with other passages which will lead to what was the defining feature of a certain sultan. You will also want to read the page that goes over what theme relates to which caste a Cheribum is part of because without said page it is still pretty annoying.[wiki.cavesofqud.com]

Example 1:


Here you can see that in two passages relate two different things that are a part of one given theme.

Example 2:


Here you can see the same word show up a total of four times across two different lore exerts. (it showed up two more times in a later chapter) This is a pretty huge indicator of exactly what the theme is for said sultan. This was the third sultan in my journal, and sure enough, the third tomb was glass.

TL;DR of this section.
We want to look at sultan lore for one specific theme. Anything that talks about gemstones, or gem-encrusted items. Amethyst, jasper, emeralds, jewelmaking, or geology, anything especially in repeat amounts. BIG NOTE, SULTAN LORE THAT SPEAKS ABOUT "GEMCUTTERS" DOES NOT NECESSARILY MEAN THIS IS THE THEME, AS GEMCUTTERS ARE AN NPC THAT CAN BE LISTED IN SULTAN LORE LIKE ALL OTHER NPCS AT THE TIME OF THE SULTAN ERA. Once you find a sultan whose theme is gems, find which era it is from, and thus what tomb floor it will have. (Leftmost is 1st floor, last is always Resheph at 6.)

Once you find the tomb level you need to be at travel there and do all the set up necessary before you fight the Cheribum. Let them attack you until an attack penetrates, it is only a 5% chance at best that this attack with transmute you into a gemstone but this is the method. Good luck.

Method 2. Brute force.
> Get yourself by any means Teleportation, Phasing, or Corrosive Gas Generation.
> Travel to Ezra and checkpoint, next Omonporch and find the door of death. (Top left behind Asphodel, you should know where this is by now.) Teleport past it, phase through it, or destroy it with corrosive gas.
> Once on the otherside, make the long long climb to the Sultan Tombs.
> Check every tomb for an enemy that is jeweled.
> If you find one, die to it until you get transmuted. If not repeat the process until you do find one.

Trying to ascend the tomb without phasing is a bloody nightmare, especially at low level, but I have climbed the tomb at level 5 which was kind of insane, I do not recommend this unless you have at least a decent amount of hp and okay armor though because every enemy in here is guaranteed to hurt midgame, they 100% hurt like hell if you are underleveled.

Method 3. Skipping the tombs.
This method is for those who are extremely lucky. Just like with like the prefix that Cheribum can get, sultan relic weapons can get them as well. This means if you see a weapon that gives a boost to your Ego stat, or has a percentage chance to turn enemies to gemstones when struck, you have a jeweled Cheribum in your world seed. That is besides the point for this method though.

Note: Some extradimensional weapons have this same augmentation to them, but its exceedingly rare, again, this is for the lucky.

If you come across a weapon that has a chance to transmute enemies on successful hit you can give this weapon to an NPC and have them wail on you until they get that chance roll. This can be a little annoying, but its nothing a little love injector can't solve. Just find an enemy that uses melee weapons, prick them, steal their weapons and give them your weapon with the affix, then wait for the injector to wear off and let them go aggro on you until you get transmuted.

Bear in mind, the percentage chance of transmutation on a weapon is much lower compared to that of the jeweled Cheribum, less than 4% at best. I do not recommend this method unless you are lucky and don't want to farm world seeds.

As you can tell by my reaction at the time, I was not expecting to get this one for a very very long time.
The pain never stops :(
Imagine a Rubber Sheet


Dash yourself on the crags of spacetime.
Warning: This kills your character.
How the f*ck anyone would ever manage this without trying is beyond me. I will explain the nitty gritty below the only methods I know how to do this.

Step 1. Create a human mutant with any of the following mental mutations
  • Clairvoyance
  • Phasing - Highly recommended (Allows you to get into the tomb without the main quest.)
  • Precognition - Not recommended (Cooldown is very long)
  • Psychometry - Not recommended (Requires an artifact to target, if you identify it successfully this method will need another target.)
  • Space-Time Vortex
  • Siphon Vim - Not recommended (Requires a target)
  • Teleportation - Highly recommended (Allows you to get into the tomb without the main quest.)
  • Temporal Fugue - Not recommended (Cooldown is very long)
  • Time Dilation
  • Force Bubble - (Does not contest normality, but is good for method 2.)

Note: You can always take Corrosive Gas Generation to get into the Tomb of the Eaters early if you don't take Phasing or Teleportation.

Step 2. Travel to Ezra and checkpoint, and begin the climb to the Sultan Tombs. You will know you are there when you get this message, this message also lets us know we are in the area that this achievement can be gotten in.



Within this space, any action you take that contests normality will have to fight against the powers of the universe, or something like that. Basically you need to make a difficulty 20 Willpower save to use the ability. If you pass the save (base chance of 50%) you will cast the ability normally, if you fail this save, you will take damage, this is the key to getting this achievement.

When you fail the save check you take a tiny amount of damage and get a text prompt, on top of some messages in your log.


It is this very instance of damage that needs to kill you. How do we do this? Well you can do it one of three ways.

Method 1. Brute force.
Spam as many mental mutations as you can until this effect kills you. This can be really frustrating if you are super high level with beefed up stats. (I did this on a level 42 Truekin who had this mental mutation on a crysteel halberd. Do not be like me lmfao it took like 30 minutes.)

Method 2. Dumb luck.
Follow the tomb hallways until you reach the Cheribum, fight one until it you get to decently low hp, then use force bubble. Now spam your mental mutations in the hopes that they will kill you, letting an enemy do the heavy lifting for you.

Method 3.
Now I don't advocate self harm, but it is kind of required for this method. Deaf Papi would be so disappointed.

Bring some acid grenades, drams of lava, hulk honey injectors, weapons to dismember yourself with, or any other form of dealing self damage, and hurt yourself until you get to super low hp. Now remove any of those effects when you are at around single digit hp, and ensure that the killing blow is you contesting normality.

Congratulations, dying to this extremely stupid and esoteric effect is the only way to get this death.

Note: Now you might be asking, why not just get this when in normality gas or in a normality field? Well that is because normality gas and fields just turn off your ability to use mutations or items that contest normality. As far as I have found the sultan tombs are the only location in all of Qud that allow you to try and break through the normality field, and attempt to use your reality distorting effects.
The hell that is Biographer. (It wouldn't fit anywhere else.)
Biographer


Learn the complete history of a single sultan.
This took a 23 hour playthrough, which ended when I was level 50, and had explored just about every tile I could. As you can see from the map below of what things looked like just before I finished the game, you are going to essentially litter your map with as many secrets as possible.


A fair warning, this is the achievement that probably takes the longest aside from Ungyre. There is not "quick method" to this by any means, so everything that I will do will be compounded into one solitary hellscape run. Good luck.

Steup:
I do not care what type of character you are playing, or what kind of run you have in mind, if you want this achievement you are going to get 21 int and unlock Trash Diving as soon as possible. (This can easily be learned by a Pariah leader, none of the static ones though.) Off the bat if you can manage it. This will make it so that every single ounce of trash you come across has a chance to help impact the amount of rng you have to deal with, and time you have to spend in one playthrough.

You are also going to want to possibly contract mumblemouth, this will give you a 5% chance to learn a new secret occasionally, and that secret can end up being sultan lore. It will not be sultan lore that is specific.

Something you will also want to get into the habit of is using the "look" function on every single painted or engraved item you find. These will have sultan lore attached to them and is one of the wider, more easily attainable sources of sultan lore. Once again, it is wide spread, and will be less precise than other methods, but it helps. Same thing applies for statues, look with your special eyes and absorb their lore.

Lastly there are several factions that trade in sultan lore, and can be beneficial for learning specific sultan stuff. Which is listed as thus.
  • Putus Templar - Most commonly trade locations of becoming nooks, which is fine because ruins often have statues. Otherwise they can rarely reveal Historic Sites which always have lore statues, and relics that can give sultan lore tidbits. This method is honestly really only relevant for Truekin, as clawing your way from -700 rep or lower if you have progressed the story is a total pain.
  • Baetyls - Can technically spawn as legendary enemies under extremely rare instances, but will often be under different faction banners, thus resulting in them not trading the lore you want eg: Sultan cults.
  • Robots - While they can share the lore of sultan cults, it is never of a specific one, and is mixed in with half a dozen other things they can give away as secrets. I highly recommend not bothering with this unless you somehow are swimming in robot rep. (Once again easier for Trukine due to rebuke robot.)
  • Daughter of Exile - There is only one guaranteed Daughter of Exile NPC in the game, that being Yla Haj in Ezra. She will give you two guaranteed pieces of lore for Resheph, the chapters that relate to Rebekah and her trials. Keep in mind, if you have already learned these chapters, you will not be able to learn them. But she is a massive help.
  • Trees - Legendary trees are basically impossible to find, so do not bother with this one. With the caveat of Mayor Haddas in Ezra. They will give you two pieces of random sultan lore via treating with them, and if you get really lucky, it might just be the one you are looking for.
  • Villages of Ezra - Mayor Haddas shares lore with this faction as well, which can lead to you getting banana grove lore or historic site stuff, but it is very seldom.
  • Sultan Cults - Okay this one is very hit or miss. 90% of the time you are going to just want to exterminate these guys because you always start at some variety of negative reputation with them, and getting out of that hole when they are hiding the juicy relic loot is a pain. HOWEVER. very very rarely you may come across some variant of a swarm monster that spawns within those historic sites, which leads to like 50% of the population being legendary creatures. This can be heavily abused to get lots and lots of positive rep, and trading for a near infinite amount of secrets, thus filling out your sultan lore tab for their specific sultan VERY quickly. It is a little hard to see below, because all the legendary enemies where in the fog of war, but you get the idea.



I however did not bother with this method because I wanted to see just how much negative reputation I could rack up, and ended with this result.



In the end, every Sultan has 16 viable pieces of lore that you will need to track down, no more, no less. From birth to death you need to record each piece. My recommendation is that you start with Resheph, as he has the most easily attainable guaranteed lore pieces, and swap over to a random sultan if you happen to get more of their lore at the end of your journey. But the route is as follows.

Step 1. Make a new character, preferably in Joppa to save some walking and read the Resheph statue in the top right, and then move up one tile and read the statue that reveals a historic site on the tile one north of Joppa.
Step 2. Travel to Six Day Stilt read the statue inside of the building Tzsappur is in and trade them in for xp if you so wish.
Step 2.5. Get yourself infected with Mumblemouth so you can accrue secrets from it as well.
Step 3. Assure you have Trash Divining unlocked, we are going garbage diving. Go to the very bottom of Golgotha, the Cloaca. As see in the unrelated image in Surprise! There is an abundance of trash, kill everything and auto-explore through it all. You might get lore here. (There can also be a few trash piles in the hole that leads down below, for the next couple of strata but its not many)
Step 4. Travel to the Tomb of the Eaters. Enter through any method you can, and make your way to the first floor, which is -1 strata below ground level. There will be 8 tiles on this parasang that have loads of garbage. I recommend breaking in via unconventional means and NOT having the mark of death on you, as to avoid the annoyance that is being tomb-tethered.
Step 5. Leave the tomb and waltz over to Ezra, treat with Mayor Haddas and the beloved Yla Haj for lore. Cross your fingers and hope Haddas gives Resheph lore and you should be at a minimum of 6.
Step 6. Scan every merchant you possibly can for Painted/Engraved items, and explore every historic site you possibly can. These will give an abundance of lore.
Step 7. Trade secrets with the Mopango, and Robots in an attempt to find Rust Biomes. (Patches, fields and bogs) These have a good amount of trash and can help with secrets.
Step 8. Attempt a seance or prayer, perhaps divine favour will get you in the right path? Never worked for me but who knows.
Step 9. Hunt Memory Eaters and butcher their corpses, whilst also checking chef/general merchants for Psychal Gland Paste. This can be dangerous as memory eaters will steal your secrets, so kill them at ranged if you can. Otherwise every paste equates to one secret, which can be sultan lore.
Step 10. As a last ditched effort, you can check through every ruin you have, deep underground in Static Ruins and Baroque ruins for trash piles. And in the Flower Fields for any trash piles around. But this is the final step.
Step 11. Disclaimer: Only works for those who are patreon supporters. If you take the pet/follower Gloaming, the nullphase owl, it has a % chance to reveal secrets much like Mumblemouth, though at a very low 2% chance. Not really worth it, but if you are a supporter you may as well.
Funny gay deer!!!!!!!!
Overview
The Bey Lah quests are unique in Qud, being that they function different from most other quests in the game. Some are linear like the main story, others are simple random generated scripts that play out like fetch quests, but the Bey Lah quests are unique. There are several mechanics that I will go into broad but not infinite detail in so that you can use this guide as a semi-reliable method to complete these quests, but if you always want the best outcome, or at least the one that doesn't muck everything up, I highly suggest you read from the wiki. Which I will link when appropriate.

The Comedy, The History, and The Tragedy



Each of these achievements is acquired from getting a certain ending, which will be allocated to the decisions you took, and the swagger you have with the poggers deer people.

First off. You need to find Bey Lah, this is easily done by talking to Lulihart in Six Day Stilt, she will give you a quest called Petals on the Wind, which essentially just leads you there. Otherwise, you can trade for its location for any factions that trade rep for Flower Field locations. (Flowers, Equines, and Insects.) Thought its cut and dry to just get the quest from Lulihart. If for some reason she has died, or your Pariah reputation is SO low that you cannot treat with her, you can pacify her with a love injector or some form of mind control (excluding domination) and then accept the quest.

Note: When you enter Bey Lah DO NOT auto-explore it. This can cause you to pick up items that are related to the quest and it can be frustrating to figure out what is and is not a quest item if you are not familiar with this quest. Which can lead to difficulties down the line, or being unable to get a certain ending.

From there you need to talk to Hindriarch Keh and accept the quest.
> Once the quest has been accepted speak to Warden Neelahind, exhaust her dialogue and pay attention to the direction that she states. You must travel from the centre tile of Bey Lah, outwards from said orthogonal direction, and follow the path that spawns on it. This can wind quite a bit, and leads to a random somewhat nearby parasang.



> Once you have arrived at the big hollowed out tree trunk, collect the crumpled piece of paper from the south west and speak to Eshkind. DO NOT ATTACK HER. THIS ESSENTIALLY FAILS THE QUEST. Speak to her and exhaust her dialogue, or simply say you will get to the bottom of things. Note: The giant hollowed out tree is not marked on the map, so if you forget the piece of paper you will have to follow the trail back to get it?
> Travel back to Bey Lah and speak to Keh, then speak to Neelahind, this will start the investigation, this requires you to find 8 clues. 4 will be from physical items inside Bey Lah, and 4 will be gossip, which can be given by random village NPCs in Bey Lah. Once you collect all 8 you will finish a sub-objective which will give some experienece.



In this example world we can already see a few quest items just from the tile map.
  1. Blood-stained patch of Watervine
  2. Yuckwheat Chaff
  3. Used Injector
  4. Worn Leather Bracers
  5. Village Stores

There is also a lot more than just 4 NPCs that you can speak with so collecting gossip is simple.

> Once you have all the evidence you must accuse a thief of Kindrish. This will produce the end result of the village and where a wiki delve is required. Each piece of evidence will have a person attached to it, which will lead to one of four suspects.
  • Hindriarch Keh
  • Eshkind
  • Kesehind (Keh's guard)
  • Kendren (outsiders)

If you want to see exactly what outcome accusing a specific NPC will provide read from this wiki page.[wiki.cavesofqud.com]

Evidence is placed into four categories, which determine the fate of Bey Lah once the issue has been resolved.
  • Craft - This helps lead to good endings.
  • Trade - This helps lead to good endings.
  • Illness - This helps lead to bad endings.
  • Violence - This helps lead to bad endings.

If you want to see the list or all evidence and gossip read from the quests direct wiki page.[wiki.cavesofqud.com]

From here you can make a verdict, and determine what outcome you want. Note: not every playthrough will be able to get every ending, as sometimes the game just does not spawn the correct evidence or gossip. After a sidenote/derailing

The Sonnet


Return the crumpled sheet of paper to its intended recipient or its author.

Once you return to Bey Lah with the letter you can speak to either Neelahin, or Eshkind and give it to one of them. Any outcome will increase the chances of the village surviving, so if you are going to The Tragedy you may wish to avoid this. But once the letter has been delivered you can lavish in the wonder of gay deer lady questing, and move on.

The Comedy


Settle the dispute in Bey Lah in Eskhind's favor.

This is the easier of the three. So long as you accuse anyone but her. Keh, Kesehind, or the Kendren. And the evidence pieces you put forward were not both Illness/Violence, the village will remain in good status, and Eshkind will become the new Hindriarch, which result in this achievement.

Note: If the village is prosperous at the end Isahind, the trader, will open up his inventory to a wider variety of goods :) Yippeee


The History


Settle the dispute in Bey Lah in Hindriarch Keh's favor.

This one is a little more direct to get. When choosing a thief picking either the Kendren, Kesehind, or Eshkind. The outcome will leave Keh in power, this is often also the easiest way to get The Tragedy as the two often come hand in hand.


The Tragedy


Settle the dispute in Bey Lah and doom the village.
Note: You cannot get this achievement if Eshkind becomes the Hindriarch, and the love letter is delivered, it forces the best ending possible.


It does not matter who you choose as a thief, simply ensure you DO NOT deliver the love letter, and both of the pieces of evidence relate to either Illness, or Violence. This will result in the village being ravaged. You will know if you got this ending if all the named NPCs speak as if the end is coming. After a couple days if you return the village will be burned to the ground and littered with debris and dead hindren.
Story related Achievements
Big disclaimer
While this is a 100% guide for achievements, I do not want to write a full on main story guide step by step because the steam guide format is incredibly limited, and there are already tons of creators out there who have given better guides than I can. A few of them by name are
  • Qudzoo[www.qudzoo.com] A site/project maintained by Jared Longnecker, with great resources, guides for all quests, and a very saucy in theme layout.
  • Rogue Rat A youtuber who does videos on Qud playthroughs and challenge runs. Love his content big ups to the guy.
  • The Caves of Qud wiki[wiki.cavesofqud.com] which is run by the dedication of numerous people and their guides can help you get through many things. Please thank them for their help as it got me to where I am now :)

With all that said I will give light guiding on all the objectives, tips, how to's, and some stuff I have learned along the way. Now, onto the story.

What's Eating the Watervine?


Complete the quest What's Eating the Watervine?
Note: You cannot complete this achievement if you spawn in a randomly generated village.

> Start a new character in Joppa
> Speak to either Mehmet or Irudad and accept the quest
> Travel either to red rock (Yes you can go to the waterlogged tunnel but its stinky and not consistent.)
> Travel 4 strata down
> Find a "Defanged Girshling" purplish pink little crabby dude, cant miss it.
> Kill it by any means EXCEPT for with forms of fire, or the Light Manipulation mental mutation. These will disintegrate the corpse and render it uncollectable.
> Gather the corpse and return to joppa, handing the corpse over to Elder Irudad
> After some dialogue, quest complete!


Weirdwire Conduit... Eureka!


Help Argyve build the contraption.
Note: You must complete the two small subquests to give Argyve some artifacts. Most tinker classes and Truekin castes come with several and you can just use those. Otherwise venture around a bit to find them.

> Start by accepting the quest with Argyve, and travelling east to the Rust Wells. There are 3 in total and at the bottom floor, 3 strata deep will be a chest, guarded by a tough enemy for your first few levels. Pick up the chest and underneath it will be 100' strands of copper wire. It can also be found on the ground floor in small or large amounts.
> Go to two of these wells if you get unlucky with ground spawns, and return to Argyve with exactly 200' of it. Note he will accept any that are rusted, but not broken.
> Quest complete! Note: Argyve will do a short jaunt from one well of his workshop to the opposite and you cannot speak to him for the next quest until he has done that action.

Note 2: You can find Argyve's previous apprentice's corpse in the Salt Marshes which typically has 100~ish wire on it, among other things. You can learn how to find it above in What With the Disembowelment and All.

More Than a Willing Spirit


Return from Golgotha with a repaired waydroid and gain admittance to Grit Gate.
Hot off the tracks of Weirdwire Conduit, you need to travel to Grit Gate, find a staircase in the centre tile, travel down 3 strata from ground and go north to the doorway. Speak with the console and start the quest.

> Travel north to Golgotha
> There are 3 entrances. 2 that go down into the facility, and 1 north that is locked off that you are supposed to pop out of. If you can break into the north one by any means, and have access to flight, you can fly down the shaft to the bottom and do all this easily. Otherwise you need to snake your way through the tunnels, plop out the bottom, and continue on.
> I recommend just sprinting and ignoring every enemy you come across, use the mobility and speed that the conveyor belts give you to reach each new chute into the next strata below, until you reach the bottom.
> Once at the bottom you need to ignore or kill everything down there, find a grey waydroid just like the ones inside of the entry to Grit Gate, but inactive.
> Pick it up, repair it, and get out. (Joppa recoiler works fine here assuming you have one powered.)
>Next return to Grit Gate, gain entry, go inside, hang two lefts and talk to Otho.
> Quest complete!

Decoding the Signal


Travel to the Temple of the Rock and decrypt the mysterious signal.
GIANT DISCLAIMER: IF YOU ARE AT HORRIBLE REPUTATION WITH THE BAETYL FACTION, MEANING -250 OR LESS, YOU WILL BE SOFT LOCKED OUT OF COMPLETING THIS QUEST AND EVERY SUBSEQUENT MAIN QUEST BECAUSE OF IT. SOMETIMES INCREASING FACTION REPUTATION DOES NOT FIX THIS. ENSURE YOU DO NOT F*CK WITH ANY BAETYLS BEFORE THIS QUEST.[

Less giant disclaimer: Mechanimists will be at the heart of the complex you need to reach during this quest, thus making the quest a lot harder if you are low level and have managed to get really poor rep with them. Ensure you are not in awful standing with them, unless you want more combat.

Tiny itty bitty baby disclaimer: Phasing makes this quest extra super duper easy :)


> Travel out from Grit Gate north to Bethesda Susa
> Find the staircase on the surface and descend. Once down you can kill or ignore everything there. Find the staircase which is almost always in the bottom right corner. Descend, and prepare for combat.
> Skip the next three combat encounters if you have phasing. Just go from SE to SW, descend. Then SW to SE, descend. Then SE to SW, descend one last time. Phasing past the locked doors when you reach them.
> First boss is a melee moron who throws axes, you can bait out his thrown weapons then charge in, kill him at ranged, or abuse him with mental mutations, all work wonderfully, just don't get dismembered.
> Second boss is a weak hybrid melee ranged mutant weirdo. Idk he is a pushover, I have never died to him so just repeat the combat tactics from the first guy and you will do fine.
> Third boss is invisible, can be detected with Night Vision, Clairvoyance, Telepathy, Heightened Hearing, and Sense Psychic. You can also just watch to see what directional tile swings at you from the abyss, he is not terribly strong, and only has 155hp.
> Once all three are dead descend one more strata
> Once on the 4th strata below ground, find the stairs to the next level, descend.
> Once on the 5th strata below ground, find an elevator in the left middle of the room, take it down.
> You are now on the 11th strata, find and take the stairs down another floor. There is also a deep shaft which will take you down. Either works.
> Once on the 12th strata, find the stairs and descend.
> One on the 13th strata, you will be in a room that has a bunch of becoming nooks on the western side, the staircase should also be on that side, descend when found.
> On the 14th strata you will be in a mostly empty room, the staircase is on the eastern most central side. Blow up, or destroy the door, or use phasing/harvest the phase webs nearby to make a meal which will allow you to phase if you cannot naturally. Kill or ignore the phase spider on the other side, and descend.
> Finally on the 15th strata, I recommend you kill the juicing cannibal in the middle of the room f*cking everything up by firing a rocket launcher with extremely indiscriminate aim. The elevator on the eastern most central side will lead you to your destination.


CONTINUED BELOW
Story Related Achievements Part 2
> Once on the 16th strata, you have reached the Temple of the Rock, your destination. Smack dab in the centre of the room, guarded by a legendary Mechanimist Priest, and many mechanimist followers, is the baetyl you need. Interact with it, and make the disc more discy. Once you have done that, and your quest log has updated, you are free to leave and go back to Grit Gate.
> Once returned to Grit Gate return to Otho.
> Quest complete!


The Earl of Omonporch


Strike a deal with Asphodel the Lovely for control of the Spindlegrounds.
Disclaimer: If you have extremely low standing with The Consortium of Phyta, which is very easily achieved if you are hosting several fungal infections actively on your character, that will piss off Asphodel and force your only option to complete the quest to be killing Asphodel. You can avoid this by Being rid of any active infections, and or pumping your faction standing.

Big note: If you are low level and do not need combat ready for a huge fight with giant consequences, do not turn this quest in. Finish every step before you turn it in to Otho and then return when you feel confident. (Level 20~ with at least fulleritre or equivalent gear imo)


> Travel to Omonporch, an Ezra recoiler will take you to the tile just West of it.
> You may now choose to proceed as you wish.

Option 1.
> Kill Asphodel, negating the needing to do The First Council of Omonporch entirely, but destroying your reputation with The Consortium of Phyta.
> This is the fastest method.

Option 2.
> If you are at a minimum of 600 reputation with The Consortium of Phyta, you may choose a special dialogue option to completely skip The First Council of Omonporch, without any bloodshed. This will tank your reputation however.

Option 3.
> Speak to Asphodel and initiate The First Council of Omonporch.
> Wait 3 days (3,600 in game turns.)
> Speak with Asphodel to begin the negotiations.
1. Share the burden with all your convened allies, reducing their rep by -50.
2. Share the burden with two of your allies, reducing -100 of two factions of your choosing.
3. Spare one faction of all obligations, betraying another. +200 reputation with the faction that you spared, and a unique heirloom unique to their faction. However causing a -800 reputation penatly for the faction betrayed.
4. INVOKE THE CHAOS SPIEL. READ BELOW FROM Was it Something I Said? IF YOU ARE A TRUE MISCHIEF ENJOYER *RUBS MY LITTLE FLY HANDS TOGETHER*

> Regardless of choice and outcome, once you have secured Omonporch you must return to Grit Gate and speak to Otho once again.
> Quest complete!


Was it Something I Said?


Invoke the Chaos Spiel.
THE FINAL OPTION OF FOUR WHILST CONVENING AMONG YOUR ALLIED FACTIONS AT OMONPORCH. GIVES YOU +300 REPUTATION WITH HIGHLY ENTROPIC BEINGS, MAKES EVERYONE HATE EACH OTHER, FORCES YOU INTO KILLING ASPHODEL AND EVERY FOLLOWER, AND MAKES FACTIONS KILL EACH OTHER ON SIGHT. ITS ABSOLUTELY GLORIOUS.


Grave Thoughts
This is a subquest that comes after The Earl of Omonporch, and before A Call to Arms.

Once you walk away from Otho after collecting your reward from the previous quest, the ground will shake, Otho will ask you to come to him, and you must speak to him.
> Otho will give you a keycard, once you are done talking to him head to the North most portion of the compound into the server room.
> On the West most section of the server in the middle of the usually locked off room is a server, interact with it, and scan surroundings.
> Return to Otho with your findings, and begin A Call to Arms.


A Call to Arms


Defend Grit Gate from the Putus Templar.
This one is very straight forward, but requires a lot of set up if you don't want everything to explode.

Right after you speak to Otho the game checkpoints, keep that in mind if you want to reset as much as possible to get ideal spawns, for those of you who want to keep Grit Gate pristine.

As soon as you accept the quest you are given the ability to set up defences, here is an overview of said defences.



I will break this image down for you. First, the initial invasion zones.
Red Zones: The main room is where most of the enemies will end up, but if you have them initially bust through the roof in the main room this is possibly the worst outcome. If you are on wander or roleplay, you may wish to just restart. Best you can do is follow the advanced tips to save as many people as you can, and put yourself in harms way to save anything extra.

Yellow Zones: The long hallways can really help with the defence of this area, as keeping a choke point as either a gunslinger or melee expert can essentially turn the masses to other areas, which will burn up turns, or make one tile in specific a killing field. The two turrets at the end of the eastern most hallway also do well to pull aggro and can take some down with them. Mafeo's trade room, and the becoming nook are often ignored, so I wouldn't stress over them.

Green Zones: These are the idea choke points. Top left is easily the most defensible as it only has one way in, one way out, and the force projector is far enough away from the typical drop zone that it wont get EMPed and you can use it behind you to lock all enemies in with you. Top right is second best as it is much like the top left, however the inital EMP blast may likely knock out the force projector. Bottom entrance is very nice as you can sit in the main door and kill anything that crosses your path, use foam walls to narrow it further, and place down turrets, mines, or leave a strong follower in the path that leads to Mafeo. Very good stuff in these spawns.


Next is the emplacements.
Turrets: Highlighted in blue, these are all decently useful, inaccurate at best, but able to draw aggro. Even if they are EMPed they count as enemies and will draw aggro. The ones in the middle and closest to the server room are the least useful, as they tend to get ingnored.

Rodanis Y: Highlighted in pink, a hulking robot capable to fighting off several foes at once, he is a decent fighter but tends to get lost, I personally do not activate him unless I think I can take on one zone all by myself. If you have the power to spare, and can somehow move him around close to the enemies, he will pull his weight.

Force Projectors: Highlighted in orange, these are EMP sensitive build-a-walls that are somewhat useful, but weak to certain things. One, if close to initial drop zones, they will be EMPed and likely useless. Take care not to waste power on something that will be deactivated the second that the invasion begins. Two, Wraith-Knights and any templars implanted with Force Modulators can walk right through them. The ones in the very centre are completely useless in my experience, but those on the corners can be of great use if you get a lucky drop zone.


CONTINUED BELOW.
Story Related Achievements Part 3
Tips on how to make sure no one dies.
  • Wraith-Knights are a unique and entirely invulnerable enemy that can ONLY be killed if you find, and locate another enemy called a Phylactery Squire. You MUST kill them in order to remove the wraith from the battlefield. You may also wish to destroy the Phylactery they posses. Do not leave them wandering the battlefield as anything fighting a wraith will eventually be outlasted, and die.
  • Templars come with a number of EMP sensitive gear, weapons, armor, artifacts, implants. Making use of mass EMP spam can really help to reduce casualties, make fights go smoother, and reduce destruction of infrastructure.
  • Try not to EMP the Barathrumites, as they use EMP sensitive gear as well.

  • If you are either lucky, a highly skilled Tinker, or a mix of the two, you can use the Morphogenetic mod on your weapons. This will essentially disable every single Templar for several turns after a penetrating attack. It is very hard to get, but insanely good for this fight. Makes it a cake walk.
  • Stunning, dismembering, or disarming an enemy you can't quite kill is good enough to disable them for a time being, then moving onto the next threat.
  • Hologram, or Tri-hologram bracelets can easily lead the Templars away from your fuzzy comrades or save a few wires from getting blasted, highly recommend using them.
  • Portable Walls and or 3D cobblers can create barriers to protect things, while they are weak it can get the job done.


OPERATION SAVE OUR SWEET LITTLE PRECIOUS CHILD.



DO YOU SEE THIS? DO YOU SEE THIS SWEET CREATURE OF JOY, AND LOVE, AND AWE INSPIRING HUMILITY? THIS IS MY PRECIOUS SHEM, NOW THEY ARE YOUR PRECIOUS CHILD. TAKE GOOD CARE OF THEM, CONGRATULATIONS ON BECOMING A PARENT. YOUR FIRST JOB IS TO SEE TO IT THAT THE SAVAGE INBRED PSYCHOPOMP ARMY OF EASTWARD SKY-BIGOTS DO NOT FACILITATE ANY MEANS OF REMOVING OUR PRECIOUS CHILD'S HEAD FROM THEIR SHOULDERS. FOLLOW MY EVERY TIP, AND KEEP OUR DARLING BABY ALIVE.

STEP 1. AMASS AS MANY PORTABLE WALLS AS YOU CAN, WE MUST SECURE OUR LITTLE SWEET CHILD.
STEP 2. DISTRACT THE CHILD WITH SOMETHING SHINY SO THEY SIT THE ♥♥♥♥ STILL FOR LIKE 2 SECONDS.
STEP 3. BUILD OUR INFALLIBLE LITTLE DARLING A PILLOW FORT, GIVE THEM THEIR 3DS, AND PUT ON KIM POSSIBLE FOR THEM, YOU KNOW IT IS THEIR FAVORITE.
STEP 4. TAKE CARE OF THE GENOCIDAL MANIACS WHILE THEY HAVE THEIR LITTLE SLEEP OVER. AND DO NOT DISTURB THE BABY!!!!!!


Pilow for :)


By order of lethality, you will want to focus these enemies first, and work down the line from there.
  • Wraith-Knights, and by proxy, Phylactery Squires.
  • Knight Commanders
  • Banner Knights
  • Newfathers, and their slaves dependant on how high level or destructive they are.
  • Gunner-knights
  • Knight Templars
  • Squires

Once you have killed every last enemy you have completed the quest and will start a subquest called "The Assessment" This is nothing more than a tally of the lives lost, and infrastructure damaged. Best I have done is 0 lives claimed, and 3 wires damaged. If you learn a fool proof way of achieving zero damage, please do share! I love to keep Grit Gate as spotless as I can in my runs :) its just so cozy!


Pax Klanq, I presume?


Deliver a message to the mushroom progidy.
Note: Much like the effect of the Moon Stair, but to a more annoying degree. You cannot travel into the Rainbow Wood on the worldmap. You must travel via the ground tiles, else you risk getting lost.

Disclaimer: If your standing with Funi is exceptionally low, this will render a main quest NPC hostile, and may softlock your game.

> Speak with Barathrum after The Assessment, and then speak to Q Girl and get the climber design.
> Now you must travel to the Rainbow Wood, which is much less lovely and inviting than it sounds.
> You will want to come in from either the South, or the North, stick to the centre tile, as you want to land in the middle most section of the parasang central to the Rainbow Wood.

> Follow the diagram and you will be fine. Once you arrive you need to collect one of the mushrooms on the ground labeled "Eater's Flesh." There is some human remains you can loot some off, or you can pick them from the ground. Once harvested, eat one.
> Disclaimer: This will make your screen really awful, makes you click one tile over, and reduces your quickness by a massive -60 points.
> There will be an orange-ish brick road that you need to follow a few tiles over, which will lead you to your destination. You should get a quest pop up when you find it, bash in one of the walls, and speak to Pax Klanq. Just be careful if you use mouse controls, as you may end up accidentally attacking Pax Klanq, I highly recommend if you are a clicker to just use numpad controls while under the shimmer effect.
> Exhaust Pax's dialogue, agree to get infected with his weird spores, and continue on.
> Return to Grit Gate, and speak to Barathrum.
> Quest complete!


Tomb of the Eaters


Travel to Brightsheol and disable the Spindle's magnetic field.

> After the previous quest assure you did not destroy, sell, or lose the Tattoo gun by any means, you will need to progress this quest. (Or a gaslight chisel if you have eaten the Crystal Delight and accepted its transformation.)
> Travel to Ezra and read the Westernmost tombstone, this will unlock the mark of death. You may tattoo it onto your body now to gain entry to the tomb, or if you have a way to Phase, teleport, or creative corrosive gas you can get past the door one of those ways, to avoid the annoying Tomb-Tethered debuff. Either way eventually you will need to mark your body for the story.
> Follow the path until you reach a shaft, follow it down, then Westward, then North into the Folk Catacombs.
> You want to either look for a staircase to climb, or one of these odd things. (they are called Stairwell Teleporters.) This will teleport you to said staircase. Either way you wish to ascend.

> Once on the next floor, you will be in a corridor, walk to its exit, and ascend the staircase in the middle of the contraptions.
> You are now in the crematory level. This is 1 strata above ground, and filled with the most insufferable enemies imaginable. Strip flies. There are several ways of dealing with these dorks. 1. Having good standing with robots. 2. Ranged weaponry of any sort. 3. EMP blasts of any sort. 4. Sprinting past them or using the flume-flier + phasing to blitz across to the end instantly. Lmao.
> Once at the end you will need to travel to the Central Western tile. This will either be above or below you, dependant on which crematory section you travelled through. Once there, ascend the stairs to the next level.


CONTINUED BELOW
Story Related Achievements Part 4
> You should now be on the Lower Crypts. This has the same deal as the Folk Catacombs. There will be a staircase you need to find, though much more hidden. Be sure to check every inch of every tile you travel on, these things like to hide in corners. The stairwell teleporters are back, and can help you find their location easily, seek them if you can.
> Once you have climbed this, you will be in the Upper Crypts, rinse and repeat, same deal with the Lower Crypts.
> Once you have ascended from the Upper Crypts, you have finally arrived in the Sultan Tombs. Here you can completely avoid any further combat if all you wish to do is advance the story. Climb each tomb until you reach the 10th strata.
> Speak to Herododicus, exhaust its dialogue, and exclaim you wish to be entombed. Disclaimer: Ensure you have the mark of death on your body at this point, else you cannot be entombed.
> Herododicus will engrave some of the events that have gone on in your playthrough into the walls, and after about a fair amount of turns will finish, and give you a text prompt. Now you may enter the tomb. This will require a phrase command to complete. Once entombed hit the escape key a few times to break the dream, and enter Brightsheol. (A short animation will play.)


For those who want to get the From Thyn Heres Shaken the Wet and Olde Lif achievement, now is your time to skip the rest of what is written here and read below in the next section.

> Speak with Rainwater, I will not go over his dialogue because it is a lot, but you need to pick specific ones to be able to achieve what you wish. You may advance as you please, or read here[wiki.cavesofqud.com] to learn the specific choices you need to advance if you are having trouble.
> Once you reach a final decision pick the dialogue option "If it can be done, return me to Qud. I wish to ascend the Spindle myself." This will send you back to Qud, and where the quest continues.
> Once reanimated collect your belongings from the chest that should be on the West wall of the room you are in.
> Return to Barathrum and speak to him.
> Quest complete!


You Recame


Rematerialize in the corporeal realm.
When you choose the dialogue option "If it can be done, return me to Qud. I wish to ascend the Spindle myself." and respawn as described above you will get this achievement.


From Thyn Heres Shaken the Wet and Olde Lif


Cross into Brightsheol.
GIANT DISCLAIMER: THIS WILL DELETE YOUR SAVE FILE AND ADD YOUR CHARACTER TO THE RECORDS TAB. IT IS CONSIDERED A GAME VICTORY.

> Read from the above steps on how to get to Brightsheol if you have not already.
> Once in Brightsheol speak to Rainwater and exhaust his dialogue until you can make a choice.
> Choose the dialogue option "... I've shaken the wet life from my hair. Now I shall cross into Brightsheol."

You will get this pink text warning if you have selected the correct option.
> Type "Cross" into the phrase prompt.
> Peace, for now.


Note: This will not give you any "Beat the game" Achievements such as Caves of Qud

The Golem


Form large creature.
Shopping time! Here is your grocery list!
  • 20 Drams of Primordial Soup - This can be easily found in the Rainbow Wood, if you did not collect some during Pax Klanq, I presume? Go back and grab some.
  • Provide a follower level 30 or higher - Two ways you can do this easily. 1. If you are level 30+ you can drink cloning draft, and use your clone. 2. If you own a relic that fabricates one creature to be a follower, if you are level 30+ you can use that for said creature and use it.
  • Provide 3 drams of a pure liquid - Any liquid will do, but the bonuses will have different effects.
  • Provide the limb of a creature - Any limb will work, even one of your own.
  • Provide one zetachrome weapon - Any Zetachrome weapon will work, some relic weapons will to. I recommend just spam farming Tili for this.
  • Provide an entry from your chronology - Any event will do.
  • Provide an item that weights 5 lbs. or less - The list of items that can work for this is absurd and almost unlistable.
  • Provide 3 drams of neutron flux or find another power source - 3 Neutron Flux drams can gotten from duplicating the guaranteed one from The Alchemist, or farming Ichor Merchants. The other option is to complete the quest If, Then, Else. For the city of Chavvah. Read above from Then, Else, and Bricks Can Be Thrown, Too.

Once you have all these items speak to Pax Klanq inside Barathrum's study, he should be next to a giant mound of clay. Ask him to CREATE ZE GOLEM. And once he starts the process your choices are locked in and you must wait 3 in game days. (3,600 turns)

Once The Golem has been completed, quest complete!
Story Related Achievements Part 5
Reclamation


Recover the Spindlegrounds from the Putus Templar war party
Small Disclaimer: You may wish to take as much high level gear, healing tools, and excess resources that you can into this, as it is quite a large fight.

Medium Rare Disclaimer: Barathrum and your Golem can both die very easily in this fight, try and leave them on a tile you have cleared out, usually Ezra does fine.

BIG ♥♥♥♥ OFF DISCLAIMER: If you have anything else you want to do before you do this quest, do it now. This is essentially the prelude to the very end of the game, and can lock you into it. I highly recommend that if you have any other achievements you want to farm, quests you want to complete, or historic sites you wish to loot, do that now. This is the second step towards the end, take it at your discresion.

Note: If you accept this quest and travel to Omonporch you will be locked into completing the whole battle before you can leave, if you try and exit by any means, at any point, you will get a message pop up that reads "Leaving the battlefield may give the Templar time to regroup and result in more Barathrumite casualties. Proceed?" if you ignore this message and leave you will need to do the battle all over again.


> Grab your Golem, and command Barathrum to enter it if he has not already entered. Have it follow you, or pilot it yourself to Omonporch. Once you arrive, you are locked in.
> You must kill four legendary Putus Templar elites. Two Knight Commanders, a Grand Newfather, and a Temple Mecha MK II.

From this truly beautiful and perfect info-graphic you can see many things.

Legend
Top left: thingy to explain what parasangs this graph takes up.
Green Tiles: Outer tiles that every boss for Reclamation can spawn.
Orange Tiles: Omonporch recognisable tiles, all can spawn bosses save for the central Omonporch tile, which you spawn in from via the world map.
Blue Tiles: Entrances through the doors of Life and Death.
Red Tiles: Other tiles on the Omonporch parasang that do not matter.

Any tile outside of the green and orange tiles (except for the central Omonporch tile) are completely locked to you, this is the border you must play within.

Now, this is going to be the only time that I say this, but, do not listen to what the wiki says for this quest if you have read its page. Yes, while it is correct that there is somewhat of a pattern to where and how the four Putus bosses you need to kill will spawn, but you should not take this as a golden rule for planning out how to take them down. They can and will spawn somewhat randomly, in position with and from each other, and in spots they normally would not. Stay on your toes.


Tactics:
Knight-Commanders:
Level: 25
HP: 100 | AV: 11 | DV: -1
QN: 100 | MS: 100 | MA: 9
Strength: 33 | Agility: 22 | Toughness: 27
Willpower: 27 | Intelligence: 22 | Ego: 22

These guys can be a little annoying as they can disarm, spam stun/daze, and have pretty decent defensive stats. They are extremely weak to acid, mental attacks, and ranged attacks however. Dismembering can also be extremely efficient as they have no way of regenerating limbs and you may cut off a cybernetic when you do. They also have literally negative dodge, relying on their block to be able to soak up damage, with high enough penetration, they melt.

Grand Newfathers:
Level: 39
HP: 200 | AV: 6 | DV: 7
QN: 100 | MS: 100 | MA: 14
Strength: 24 | Agility: 24 | Toughness: 24
Willpower: 36 | Intelligence: 24 | Ego: 36

I cannot tell if these guys come with higher tier slaves or not, sometimes they spawn with like six gal-gal who just one shot you, or they end up with like two baboons both sharing the single braincell their mom left them. Regardless, they are pretty harmless despite rocking crysteel gear. With such middling physical stats, they cannot really make use of any of it, they also only have basic melee skills. So long as you can take our their slaves they are by far the easiest enemies in this fight.

Temple Mecha MK II:
Level: 45
HP: 900 | AV: 20 | DV: 8
QN: 100 | MS: 100 | MA: 16
Strength: 40 | Agility: 21 | Toughness: 40
Willpower: 40 | Intelligence: 20 | Ego: 19

The Temple Mecha is the hardest to kill, but has some extremely easy to abuse weaknesses. With a high enough defence you can repeatedly attempt to infiltrate the mecha, with a chance 10% each strike, if you do enter the mecha you can completely ignore every single stat that it boasts, and kill the pilot inside, which is usually always a really weak gunner of some sorts. Aside from that, these are metal, so they are incredibly weak to electric weaponry, and EMP sensitive. Either will essentially shut the thing off and allow you to deal as much damage as you wish.

Note: If you have a military security card you can commandeer the mecha and use it to kill the rest of the bosses with.


Once you have killed the four Putus Templar bosses after a number of turns a single Girsh Nephilim will spawn, in a stated direction. This Nephilim will inherit the bonuses of any previously slain other Nephilim, and I highly suggest you read from the Girsh Nephilim chapter below where I go in depth over every single tactical thing you can do to slay these buggers.

Once the battle falls silent, after every Templar, Girsh, and Nephilim has fallen, you may enter the door of Life, and continue on.


We Are Starfreight


Ascend the Spindle

> Enter your golem, enter the door of life, and travel through the following rooms.



> Once you enter the phrase prompt, you will ascend the spindle. If Barathrum died, you will just need to wait until you reach the top, otherwise exhaust his dialogue, this will unlock the ability to achieve a few endings. When that has ended you will be given a prompt that asks if you wish to wait for the duration of the climb, accept.
Endings (giga-spoilers, of course.)
From this point onwards you must make a choice.

Once you reach the top of the spindle you will be barked at by Barathtrum, assuming he is alive in your playthrough, after he leaves your side you may proceed outward through the facility. It is a fairly linear place, there are some corners to explore, but eventually you will reach and end point with some objects called "movers." These are vehicles you can pilot, and they will allow you to explore and a psuedo worldmap. (You can also just follow Barathrum and he will lead you to the movers.)



There are four directions you can take the mover, and each has a corresponding building which you can go two. They are as follows.

West: (Name of building here) which has no actual ending associated with it, but can give you a large lore dump in the form of a very cute NPC, along with some very stunning sprites and peaceful areas. While not required by any means, I recommend exploring it to its fullest at least once.

South: This is the Spindle entrance, where you came from. Should you wish to explore this area you can always return to it.

East: This is the Ruined Starport, where Barathrum wanders to, and the location of little other than The Dusted Cosmos ending/achievement.

North: The largest of the four areas, where you can achieve Puff Klanq at Sun, and choose one of the three Seraphic endings.


Caves of Qud


Beat the Game.
Any ending will give you this.
Note: Ending the game at Brightsheol will not gain you this achievement.

The Dusted Cosmos


Leave the solar system on a starship.
Note: (confirm if you need Barathrum for this ending.)

Follow Barathrum to the Ruined Starport, and trail behind him until he reaches a small alcove, enter in behind him and you will go inside of a starship. Once Barathrum enters the cockpit he will begin to pilot it, and a countdown will start. If you are outside of the ship when this countdown reaches zero you will be locked out of getting this ending.

So long as you are on the ship once the clock strikes zero, you will get this ending.


Puff Klanq at Sun


Spread Klanq in Space.
This is not an ending, but requires you to get to the end of the game, so its here.
This can only be achieved if you kept the fungal infection that you gained during Pax Klanq, I Presume? up until this point. Simply do not complete that quest, or lose Klanq by any other means, and once you exit your mover in North Sheva (The north option) you can use the option in your ability tab called "Puff Spores" to release a cloud of Klanq spores, this will give you the achievement.

BIG NOTE: Okay so I said that I would not use any wishes in this guide, but for the sake of getting past a very annoying bug.... Just this once we are going to.


If you cannot get your puff spores ability to work, either it just refuses to work, or no spores come out, this means you are bugged. As of build 1.0.2 this is still an issue, but I will strike this portion out when this issue is fixed.
Step 1. Open the Control Mapping menu
Step 2. Scroll all the way down to the Debug section
Step 3. Set a hotkey for "Wish"
Step 4. Use your hotkey, and type "PaxInfection" without the quotation marks into the menu. This should spawn a Klanq infection on the ground next to you, apply this to a limb in which you have nothing on.
Step 5. Test if Puff Spores works.
Step 6. (if the former did not work) Remove Klanq from your body via any means, and regrow said limb with an ubernostrom or Regeneration.
Step 7. Use your hotkey once again. Type "allbox" without quotation marks. (This may take a few seconds to spawn.) Scroll down to the section labelled "Fungal Infections" grab Klanq and equip it.

If none of this works I am truly sorry I do not have a work around for you :( This is what I had to do cause my Klanq was bugged.


For the next 3 endings you must
speak to the hologram of Resheph. The final dialogue choice you choose will reflect the ending that you get.

Seraphic Heresy


Spurn Resheph and return to Qud.
When speaking to Resheph you must choose the option (insert the dialogue line here) to refuse his offer for a new covenant, and return to Qud.


Seraphic Covenant


Enter into a covenant with Resheph and help prepare Qud for the Coven's return.
Note: If Barathrum dies during Reclamation, you will be unable to achieve this ending, and get this achievement.

When speaking to Resheph, assuming that you exhausted all of Barathrum's dialogue, and learned of the old covenant, you can offer Resheph to start a new covenant between the two of you. If you choose (insert dialogue option) you will achieve this ending.


The Tillage of the Noosphere


Accede to Resheph's plan for purging the world of higher life.
When speaking to Resheph, you must join him in purging the wider world, bringing fruition to the plan of the old covenant. Choose (Insert dialogue option here) and you will achieve this ending.


Ungyre


Annul the plagues of the Gyre.
Despite what the wiki says about this achievement, you do not need to technically speak to Resheph at all to get this achievement. By any means you must stop the plague that is the Gyre, the Girsh Nephilim entirely. To learn exactly how to do this read from the entire section below where I got into great depth of how to kill, pacify, or otherwise be rid of the Girsh Nephilim.

Once you achieve any ending, assuming you have taken care of all seven Nephilim you will get this achievement, and a special changed ending.
To unvex the beings of this world
Starting off.

A disclaimer for anyone who is curious about this set of achievements.
If you are still exploring Qud, or are still enjoying the novelty of the game, do not bother with these achievements. The pure magnitude of grind, rng, and difficulty of these achievements will cause you to burn out. It did for me at least. I love this game, but the requirements of the player to get these stupid achievements is very rough.

I am going to split this portion of the guide into four segments.
  • The Basics - All of the small things you will need to know about before this undertaking.
  • The Search - Finding the non-static locale Nephilim through every possible method.
  • The Fight - Methods of killing each and every Nephilim, from weaknesses, to your strengths.
  • Ehalcodon, and Reclamation - How to deal with the hardest enemy in the entire game.
  • The Cheese Method - How the rich and crafty can easily kill every one of these nerds in one hit.

With that out of the way, we can start on the basics.

The Basics:

What is a Girsh Nephilim?

The Girsh Nephilim are unique, very difficult, very secluded, very hard to find end game secret bosses of the Girsh faction. Most have lots of similarities between all of them, and six can be found in the world of Qud, with the seventh, and the rarest, only appearing if you have pacified or slain the previous six.

Note: Any additional unique effects will be listed in the pages I make for each Nephilim.


The similarities between all Nephilim are almost all completely statistical, with few in other reaches.
  • All Nephilim are a part of the Girsh faction, and can be treated with via the usage of Cloning Draught. They do not trade secrets, or have any services, save for pacification, which will be explained later.
  • All Nephilim have the passive Swarm Alpha, and are EMP sensitive.
  • All Nephilim are secluded deep underground, meaning you will not find them without luck or a search.
  • All Nephilim have innate melee weapons of different classes with extremely high Strength caps and +10 to hit, making melee always dangerous.
  • All Nephilim have the same mutations, resistances, and skills. Which can be seen below.
  • All Nephilim have the same stats, with the exception of Elahcodon. Which can be seen below.



Every Nephilim has the mutations:
  • Night Vision
  • Irisdual Beam - Level 10
  • Regeneration - Level 10

Every Nephilim has the skills:
  • Iron Mind
  • Shake It Off

Each Nephilim also has a unique effect which makes their fights different from their siblings.
  • Agolgot - 50% chance to poison, rust an item, or inflict a random disease.
  • Bethsaida - Splits into two of itself at half health.
  • Rermadon - Has an electric bite, and leaves a large cloud of plasma gas when it dies.
  • Qas - Its subordinates link a ForcePylon between each other.
  • Qon - Its subordinates spew confusing gas when they die, along with innate weapons that cause confusion on successful penetrating attack.
  • Shug'ruith - Gives the Burrowing mutation (Level 5) to its followers. (Not burrowing claws.)
  • Ehalcodon - Grants its followers complete Immunity to its Irisdual beam attack. This makes fights... messy. Also has the unique mental mutation Quantum Fugue which is not passed onto anyone but its killer, in the form of its Chord of Light.

Each Nephilim also has their own unique effect that is key to them, and will be passed on to all other living Nephilim once they are slain.
  • Agolgot - has 4 unique limbs with the Spotted Claws long blade weapon attached to them.
  • Bethsaida - A huge increase of 50% hit points.
  • Rermadon - +80 to all resists (Acid, Electricity, Cold, Heat)
  • Qas - A flat increase of +25 quickness
  • Qon - A flat increase of +25 quickness
  • Shug'ruith - Omniphase, and a flat bonus of +10 Armour Value and +10 Dodge Value.


The Search
Every single Girsh Nephilim has some form of hunt involved with them, some shorter than others, but most being utterly insufferably difficult to find. There are methods, but to go through the most efficient method of killing them, you will not be able to search and hunt them at your leisure, a route is likely to be taken to make things easiest.



Note: No Girsh Nephilim lair can spawn on any location that already has a static encounter or dwelling there. Locations such as randomly generated villages, Six Day Stilt, Kyakukya, ect. CANNOT spawn a Nephilim lair on them, thus these tiles can be ruled out in your search. (However locations such as ruins, historic sites, or oddities do not count and their neighbouring tiles can spawn such lairs.

Note for the lucky: Very very rarely, found as legendary creatures roaming the world, in Six Day Stilt, and found wandering around shrines to their Girsh overlords are Gyre Wights. These enemies have an incredibly low spawn rate around shrines, and an even slimmer chance to be legendary. However, if you are lucky enough to find one, and can reach decent enough standing with the Gyre Wights faction (not to be confused with the actual Girsh faction, these are in fact seperate.) you may attempt the water ritual, and treat with them for the chance to learn the location of their master. These can be underlings of any Nephilim, and will be allocated to one in specific. However, if you do not attain the location of a Girsh Cradle, you may learn the location of a legendary girsh's lair, which you can use to chain together more secrets and possibly learn many lairs from. Do not rely on this method however, as it requires an insane amount of luck.
and resign thy charge.
Agolgot
Agolgot is one of two Nephilim that have static location. Thankfully this location you have likely already cleared of most enemies on the way down, at least to some degree.



Beneath the Cloaca, at the Nadir of Golgotha, you will find an entrance somewhere along the outer wall line that will lead below the broken facility. As is detailed below.


Once down that hole, it should look just like any other deep cavern layer, but with a few exceptions. Enemies will be "Rank" and leave pools of sludge, ooz, and goo all over the place. There are also ashy stalagmites which I am pretty sure only spawn in these caverns. From here you must descend around -30 strata. This can vary by a few strata, but most world seeds are exactly -30. You will need to find large holes in the terrain that will lead one strata down, if the world generation fails to create a hole there will always be a staircase. Once you have reached the bottom, you should discover the Cradle of Agolgot, this should only be 2-3 more strata deep and have large formations of resin.

Note: Any "Rank" enemies can transfer diseases, which can be frustrating, you may wish to annul yourself to these before venturing to fight Agolgot.


Bethsaida
Bethsaida is the second Nephilim with a location that is static.


From the Temple of the Rock, below Bethesda Susa, there is a hole, much like the one in the Cloaca, which you must descend down.



Once down this hole you will see large pools of convalessence, and liminous hoarshrooms, along with conjoined enemies, they are yellow in hue and duplicate when taking lethal hits. You know you are on the right track if you keep seeing these types of enemies. The same for the journey to Agolgot is true for Bethsaida as well. You must travel to the -30 strata mark, give or take a few strata down, and find the cradle. Which should only be 2-3 strata deep, which will be filled with resin and our boy.



(Steam for whatever reason REALLY hated the quality of this image and compressed it into a f*cking chessboard, please click on it to get actual quality from it lol.)
The cracked lumbar of the universe
Rermadon
The first of the Nephilim within a random location. Rermadon's cradle will have an entrance that spawns on a random surface tile the Palladium Reef. NOT to be confused with Lake Hinnom, those tiles do not spawn the cradle. Finding Rermadon's cradle is honestly not that bad, as there are only 28 Pallaidum Reef parasangs, minus any that spawn with villages, which means you have a total of 252 tiles to search which is not the worst amount of searching for any particular Nephilim.

How can you cut down the search however?
Denizens of Yd Freehold have a chance to reveal secrets within the Palladium Reef. Bear in mind this is also split with a chance to reveal secrets within Lake Hinnom, and with that area being quite larger, you are more likely to end up with a useless svardym lair. It is still worth an attempt, but do not rely on these secrets revealing the lair.



The lair will look something like this, and once found it is a dive anywhere between 2-3 strata deep. There should be resin all around, and "plasmatic" creatures, which fart plasma when killed.

Qas & Qon
These two Nephilim share a cradle together, though in game it is referred to as a "Chuppah" so if you don't see a cradle in your journal, it might be because its called this and not that. ¯\_(ツ)_/¯ Lore moment.

This one is a lot more painful than it might seem, simply due to the fact that the Moon Stair is f*cking gigantic. It boasts a whopping 70 parasangs, (not counting Eyn Roj) which means a total of 630 tiles you may have to search in order to find these two. Coupled with that fact that you cannot travel on the world map, this can be extremely frustrating to travel through. I highly recommend taking the "snake" method of travelling through tiles, while also marking on a screenshot of the map showing which tiles you have fully swept.

Example: Starting from the left side of parasang one, in blue, you snake through each tile until essentially make a snaking cut across all tiles. Then replicate the inverse on parasang two, in orange. The path you take can vary based on the layout of each tile, which can make things more annoying, but ideally this is how you will sweep each tile.



How can you cut down the search however?
Thankfully the little crystal dudes in Chavvah have a decent chance of revealing the Chuppah of Qas and Qon. There are often not a whole lot of oddities, locations, inside the Moon Stair, one village and 1-2 historic ruins are guaranteed, so if you can find those before trading in for secrets you cut down your chances of getting a garbage secret by quite a bit. The problem is amassing the secrets to trade with each of the members of Chavvah. While there are seven NPCs in total you can trade secrets with, gaining reputation can be frustrating, and they only give one each. Meaning if you are unlucky, which you likely are to be, you ain't gunna get the Chuppah. To boot, if you can't or don't want to farm reputation with Schrodinger pages, they only trade for secrets of Ptoh, and oddities. Not great odds, but it is possible.
(I had a screenshot but it got nuked when I cleaned all the artifacted copies of screenshots I took in game :( wah.)

Once you find the location of the Chuppah, or its entrance in the world, you need only travel down 2-3 strata below ground level and Qas and Qon should be there. You will know you are there if you are stuck in a sparkly hellhole with lots of "Cryptic", "Polarized", and "Dazzling" enemies. All of which suck by the way.



Shug'ruith
Oh boy, I hope you have been paying attention this whole guide, because this is the big one.


As you can see from my lovely map above, that a very large portion of it is swathed in a layer of orange, denoting that a metric sh*t ton of tiles can have the lair of Shug'ruith in it. No, I am not going to calculate the total amount of minimum and maximum tiles that this awful monster can spawn on, but it is a vast majority of tiles, anywhere on the map. That means from the Salt Marshes, to the Mountains, to the Rivers and Lakes, not even the Moon Stair is off limits, this thing can be anywhere. With some exceptions.


Much like all other the Nephilim cradles, the lair of Shug'ruith (referred to as the Mouth) cannot spawn on:
  • Parasangs with villages on them. (Six Day Stilt, Yd Freehold, ect.)
  • Map tiles occupied by a ruin, or historic site.
  • Map tiles with other lairs, be they legendary creatures or other Nephilim.
  • Tiles underground, it will always be on the surface.

Okay now is the time to break out all the tricks, because this this is utterly impossible to find without sheer luck and an insane amount of secret farming.
  • If you have any Legendary Gyre Wights, trade with them to find more lairs and hope one is a wight of Shug'ruith,
  • Trade for secrets with factions that give location based secrets. ex: Salt Marsh secrets from Joppa, Salt Dune secrets from Dromads, Flower Field secrets from Flowers, ect. These are often broad, but if shuggy is there, it may reveal them.
  • Unlock Tactful for extra rep when trading for secrets, use a Social Co-processor
  • UNLOCK TRASH DIVING AS SOON AS YOU CAN, PLEASE, FOR THE LOVE OF GOD, IT IS YOUR ONLY SALVATION FROM THIS HELLISH SEARCH.
  • Contract Mumblemouth, only a 5% chance, but its worth it.
  • Patreon backer exclusive: Use Gloaming as your pet, this gives a 2% chance for secrets, like Mumblemouth.
  • Chugging an ungodly amount of Brain Brine on yourself or a dominated creature can reveal a lot of secrets, or completely destroy your mind, its your choice!
  • Dive through as much trash as possible. I go into great depth about the best ways to farm trash in the section dedicated to Biographer.
  • Eat meals that can reveal secrets to you, kill and butcher Memory Eaters, and buy Psychal Gland Paste as often as you can. This will reveal one secret to you from every pool in the game, and can reveal any Nephilim lair to you. I recommend stock piling this until you reach a pretty late game state, after farming lots of trash so you can thin down the pool of secrets in a world seed and use this to pump out the last x amount. (I stocked up over 80 of the stuff and got it on the second one lol.)


Once you have found the rumour that reveals the "Mouth of Shug'ruith" you need to travel to the specific parasang and tile it is on and descent into the giant gaping hole in the ground. This will descend around 35 strata beneath the earth, you may lose yourself while down here as it can be a tad winding, but so long as you see "Layers of resin extruded by Shug'ruith, The Burrower" around you, and other mutated enemies that dig into walls, you will know you are the right track. Eventually this will lead you to the cradle, from there it is just another 2-3 strata below ground and you are there.

Ehalcodon
Lucky for you, this one requires no searching... Technically... >.>
Ehalcodon only spawns at the very end of Reclamation if you have pacified or slain every single other Nephilim.
beckons a death no swifter.
The Fight
Each Nephilim may seem like they have a very similar fight, but due to their mutations, unique passives, and annoying ads, can end up being quite different. However, for some ground rules, this is what you can expect from each fight across the board.

Every Girsh Nephilim has:
  • Regeneration level 10, meaning that status effects are often not very useful, and dismemberment is outright not very effective at all.
  • Reflective Shielding, giving them a 75% chance to reflect all light based attacks. This makes espers who rely on Light Manipulation incredibly weak, and any form of ranged weaponry such a laser rifles essentially work at 25% effectiveness. This can be disabled with any form of EMP, but can be a hassle to keep up while killing something with a minimum 4,000HP.
  • A gaggle of tiny moron followers ranging from spiders to trining lampreys. If you end up with a particularly frustrating group of followers you may wish to kill them first, otherwise they are likely to die in the fight via friendly fire.
  • The passive Swarm Alpha, which means so long as it is within a tile of you, all its followers are getting at least +2 to hit, and +2 to penetration rolls. Assuming those creatures have the passive Swarmer, which all Nephilim followers do. This can rack up hard if you get surrounded, but they also friendly fire a lot, which leads this to typically become a none issue.
  • 60 elemental resists across the board, base.
  • Iron Mind and Shake It Off. This makes confusing and terrifying not really much of a tactic due to their beefy Willpower.
  • The unique Irisdual Beam physical mutation, which I will explain below.

The Irisdual mutation is a charged beam attack that fires three beams, over three turns and deals very heavy damage and penetrates every single tile it is projected to pass through. This can very easily delete your followers, structures, and items with a single burst. The effect is double when the Nephilim get to half HP.

The direction of firing is shown by red tiles, akin to a Salt Krakens bite, or a Lithofex's beam, and has a cooldown of 30 turns base. This can be annoying to deal with as a ranged character, forcing you to essentially salsa dance with a primordial plague beast, but it can be done.

While this attack can be deadly, it is also extremely telegraphed, and having high swiftness and movespeed makes it a piece of cake... In most cases... More on that later. For now we can get into individual fights.


General Combat Tips
The Girsh Nephilim are not pushovers by any means, and some builds can outright have a truly awful time fighting them. Hard committed tinkers will have a hard time due to Irisdual beam wiping the map clean with every use, and grenades are not very effective at dealing damage. Light based builds maxing out light manip are not effective unless spamming EMP, same for ranged builds using light rails or laser rifles. Any melee builds that rely heavily on passives from Cudgels or Axes will struggle to keep all Nephilim stunned, dazed, bleeding, with dismemberment being completely useless.

Note: I do not recommend most people try and fight the Girsh Nephilim if they are under level 30 at least, as level based mutations and effects will have a huge disadvantage given all Nephilim are at minimum level 50.


A few options for reliable damage sources consist of
  • Long Blades have high accuracy and penetration values, making them great choices.
  • Multi-limbed builds with short or long blades can very easily chew through the massive hp bars of the Nephilim, even some cudgel builds can rack constant stuns despite their regeneration and shake it off, but this is very hard to pull off.
  • Shield builds can very easily deal with a full frontal attack so long as your AV is high enough, pumping as much as you can into tankiness can really simplify the fights with essentially every Nephilim, save for Ehalcodon.
  • Heavily optimised gunslinger builds with multiple Isner can easily chew through Nephilim with enough ammo.
  • Modded sniper rifle/spazer rifle builds can stay safe from ranged and pelt out respectable damage. Though the fights will be much much longer than a melee fight, this can be a safe method of fighting. Just ensure you have the resources and ammo.
  • Siphon Vim, while requiring to be in melee range, can be an excellent mental mutation to use due to its utility, deals decent damage at higher mutation levels, and heals a fair amount. Its only downside is cooldown.
  • Late game Esper's with very high Willpower and Ego can use Sunder Mind to obliterate Nephilim quite easily at range, especially when used between its Irisdual beam attacks. This can lead to a very simple game of dodging and then attacking, abusing Clairyovance to keep extreme distance or Force Wall to avoid melee combat can make this a breeze.


Cheese:
CTRL + F "The Funny Method"
%%//%%
Aleph

Agolgot
Okay stinky boy first.

Agolgot is one of the easier Nephilim, his creatures are not very tough, and disease can be easily staved off or ignored entirely late game due to high toughness rolls, poison does very little and rust shouldn't be a problem with high tier enough gear.

Agolgot's unique weapon is Spotted Claws, which are classified as Long Blades, and come gigantic, totalling to +10 to hit, a 1000 Strength cap, and 3d6+3 roll for damage. Though he does have a secondary claw, it is only 15% chance to strike due to not having any skills in Multiweapon-combat. Melee combat can be especially dangerous against him, but is very weak to being kited. General methods work well against Agolgot, he is not the hardest by any means, if you struggle with him you may just have a build that is ineffective against most Nephilim, not just him.


Bet

Bethsaida
Bethsaida is also quite easy, their unique weapon is Fractal Talons, which are classified as Short Blades, and come gigantic, totalling to a +10 to hit, a 1000 Strength cap, and a 3d6+3 roll for damage. This comes with a secondary but with only a 15% chance to attack. Due to Bethsaida only having the unique conjoined effect, causing them to split into a duplicate self when it is pushed below the 50%HP mark, (2,000HP) it really does not have any unique combat prowess, since once you reach the half HP mark and they split, you only need to kill the original one to get the Circle of Light and achievement, you can circumvent combat all together and escape without ever needing to kill the clone, it doesn't even give xp.


Gimel

Rermadon
Rermadon is the first up in the line of Nephilim that actually have some prep work outside of the normal stuff you have to do for every single other Nephilim fight.

Rermadon's unique weapon is a Finned Tail (the coolest in my opinion, I would kill for a finned tail dude, that would be so f*cking cool) which counts as an Axe, though due to not having any innate Axe proficiency skills, this has a 0% chance to dismember. It counts as gigantic and cleaves for -3 armour. (I am unsure if this is bonus, or just because of the gigantic modifier, but that is what the weapon states in game.) It has a +10 to hit, a 1000 Strength cap, and a 4d6+3 for damage.

While all of this is pretty cut and dry, what truly is the kicker is the unique effect that they impart upon their followers. Plasmatic, the plasma field upon death does not matter, but the attacks from these enemies are electrified, which can cause anything effected by a current to be disabled, or messed with. Be sure that if you are heavily reliant on any form of device, mod, or gear that you add the Electromagnetically-Shielded modification to it.
A dance within a mesmerising stupor.
Dalet & He

Qas & Qon
The sisters, the lovers, the product of rebellion. Qas and Qon are many, many things, especially when you look truly deep under the wriggling and ephemeral skin of Qud. But the one thing they definitely are, without debate or question. Is straight up f*cking annoying to fight.

Qas and Qon both have the innate passive ability of being completely immune to confusion, in every single form. Yes, they also have Iron Mind, but it doesn't even matter. I did my first Nephilim murder spree as a mutant with confusing stinger, which I took off the bat, so yeah this fight was extra annoying for me.

Adding salt to the wound because both Qas and Qon have the innate Swarm Alpha effect AND the Swarmer effect, they will trigger that effect for each other and always have a +2 to hit and penetration rolls.


Qas
The easier of the two girls.

Qas is surprisingly no different from the previous three Nephilim in the sense that she does not possess an innate ability like her sibling. Her unique weapon is Shunting Kick, which are classified as Cudgels, and come gigantic, totalling to a +10 to hit, a 1000 Strength cap, and a 3d6+3 roll for damage. This comes with a secondary but with only a 15% chance to attack. (Also has the effect of being doubly effective when Slamming, but due to not having any Cudgel skills this plays no effect in combat.)

That is kind of it for Qas, there is no unique effect compared to her sister, but she still should not be taken as an easy opponent. But generally you want to deal with her second to Qon, otherwise the fights get a lot messier.


Qon
Qon has many things that set her apart from Qas, and all other Nephilim. She has a unique and extremely frustrating aura to her that causes anything within sight to become confused. You have to successfully roll on a 25 Willpower save every single turn you are in her line of sight, or else you become confused for up to 15 turns. This effect is not reapplied when you are already confused, but it makes the fight practically impossible without some form of anti-confusion mechanism. While Iron Mind is fine, and at a high enough level with a high enough Willpower it might do the trick on its own, I highly recommend stocking up on Sphinx Salt injectors. The secondary effects it has do not matter, but the immunity to confusion truly does. This can be extended for Truekin with the Intravenous Port cybernetic implant.

This aura also has the very confusing and strange effect of completely clouding any form of vision that is not direct line of sight. Essentially forcing you to look at them and accept the fate of obscured vision. Incredibly f*cking cool from a lore perspective, but utterly infuriating without proper safeguards for combat.



Fun Fact: Qas is not immune to this confusing effect, if you manage to use Domination successfully on her, you will eat the confusion effect instantly and often lose grip of your domination instantly.

Qon also has the Wings physical mutation at level 10, meaning she has a a pretty decent chance to stay in the air when fighting her, these wings, are also not a physical limb as her back slot is taken up by her melee weapon, and is referred to as a "Worn around wings" slot. This means attempting to dismember her wings to disable said flight does not work like normal. Granted, with her wings only being level 10, when she uses swoop she does have a 14% chance to fall to the ground. If or when she does fall to the ground, due to the nature of their Chuppah being underground she will not be able to fly again.

The unique and odd nature of Qon does not end there however. This is less relevant to combat so you can skip this paragraph if you so wish. Qon has a unique Beak mutation, it counts as a gigantic weapon, but unlike every other beak in the game, it counts as a cudgel? And has a 0% chance to attack as an offhand. It is a purely cosmetic big ass beak. It has combat stats and a +3 to hit due to its gigantic nature, but none of this comes into play since she does not attack with it. Very strange, and undocumented on the wiki so I will likely add it at some point and cross out this section.

Her unique weapon is Shave Flaps, which is classified as an Axe, and comes gigantic, totalling to a +10 to hit, a 1000 Strength cap, and a 4d6+3 roll for damage. Whilst having the same cleave as Rermadon's tail. Again, idk if its bonus or not.

I do not recommend taking this fight on if you are not stocked up with Sphinx Salt injectors, it completely negates any form of ranged or mental tactical approach because you will be unable to aim, and while melee builds can sometimes attack through the mental confusion, it makes ability usage incredibly frustrating. Considering it also reduces your DV by quite a bit its just not worth trying to fight these two on their terms.

An additional thing to keep in mind is that Qas and Qon reside within the Moon Stair, and when they spam their Irisdual beams they can shatter any hexagonal crystals in the line of fire. If you know anything about the Moon Stair you know where this is going... But they can shatter these crystals, and create Evil Twins of themselves resulting in... An utter f*cking mess. Another fact that I failed to mention previously is that Irisdual beam technically penetrates across and entire parasang. Meaning just because you cannot see it, does not mean it is not dealing damage, and Nephilim have really really wide aggro ranges, in the screenshot below you can see my fight with Qas and Qon, where they destroyed a hexagonal crystal which shattered on tile over, and the Anti-Qas was firing back at them from across the entire parasang... Like, what do you even do about that lmfao.



Cute Fact: When entering their domacile, Qas and Qon will always be found sleeping, cuddled up to each other :3 Qon is [Prone] while Qas is sitting up straight, likely to keep watch over her, very adorable in my professional girl liking opinion.
A journey in and of itself.
Vav

Shug'ruith, The Burrower
Shug'ruith, who for the sake of saving characters in this already gigantic guide, I will be calling Shuggy from now on, is pretty cut and dry. His unique weapon is a Corded Tail, which is classified as a Cudgel, and comes gigantic, totalling to a +10 to hit, a 1000 Strength cap, and a 4d6+3 roll for damage. Shuggy does not have any unique features aside from one. The semi-unique physical mutation Astral. There is only one other NPC in the game that shares this mutation and that is Astral Tabbys. The cats often found in Historic Sites that cannot attack you because of their permanent phase effect.

Now you might be saying- "okay so I just need to use food effects or a shulk injector to phase and fight this thing." and under normal circumstances you would be correct. But for Shuggy... it just kind of doesn't do anything? Like I think the whole purpose of it is to retain some half baked version of Omniphase for the purposes of sitting inside of walls like every other creature under its followerbase. Because it passes on Burrowing to all its followers, yet does not have Burrowing itself. And passes on Omniphase to all other Nephilim when slain, yet only possesses Astral and not Omniphase? I don't understand, just know that you do not actually have to phase in or out, treat this like Temu Omniphase and just kill the stupid worm. It is a total pain to find and has literally no special perks in combat, sometimes it will collide with walls and be annoying to hit but genuinely it does not matter considering Irisdual beam destroys all structures indiscriminately so if it is phased into a wall it will be gone by the next turn.


What an odd creature.

Okay so what is the best route to killing all six of these mfs?
Well it depends on your build.

Each Nephilim passes on an effect to all other living Nephilim when slain. So the order will vary based on your own builds strengths and weaknesses. I will explain further below.

For a generally easier time go in this order
  1. Rermadon - Because +80 resists means nothing to most builds.
  2. Shug'ruith - Because AV can be penetrated, and DV is negligible.
  3. Qas and Qon - The quickness sucks, but them getting any Agolgot or Bethsaida's effect sucks.
  4. Agolgot/Bethsaida - Choose whether you want to chew through 2k more hp, or deal with 4 more attacks per turn. IMO, if melee kill Agol last, if ranged/esper kill Beth last.


For an optimal melee route
  1. Rermadon - Again, resists are whatever.
  2. Qas and Qon - The quickness does bite, but you can reduce it to +40 total technically if you down 10 sunslag.
  3. Bethsaida - Melee can be feast or famine depending on your resources, 2k extra hp should make the fights longer, but not harder if you are spacing correctly.
  4. Shug'ruith - The AV/DV bonus is annoying, but its less annoying than +4 extra limbs.
  5. Agolgot - Purely because you do not want to be in melee range vs something with 5 or 6 limbs and 40 Str/Agi.


For an optimal ranged/esper route
  1. Agolgot - If you are pure ranged it means you should never be in melee range thus +4 limbs doesn't matter.
  2. Rermadon - Say the line bart.
  3. Shug'ruith - AV should matter little especially for espers, and DV is negligible
  4. Bethsaida/Qas and Qon - Choose whether you want to deal with a really fast, really annoying Bethsaida, or two 6k HP psychic lesbians. Both options are bad, but doable.


If you are super overleveled and overgeared and really do not give a sh*t about anything but convienece sake then you can take this route
  1. Agolgot - First you are likely to find.
  2. Bethsaida - Second you are likely to find.
  3. Rermadon - Takes the least tiles to find.
  4. Qas and Qon - Takes the most tiles to find, with less rng.
  5. Shug'ruith - Hardest to find so he will end up last if you are rushing like this.


I do not recommend this last route, but I did manage to make it work on my first attempt

Note: If you are going for Delight in the Abundance of Peace the order does not matter because combat will not be a problem, and they do not inherit any of the previous Nephilim abilities through pacification regardless.

Interesting but not really useful note: If for whatever reason you want to do a truly optimised route you can pacify any Nephilim you really just do not want to deal with before you start your rampage.

Example: If you were a heavy melee build you could farm rep with Girsh, and pacify Bethsaida, Shuggy, and Agolgot, then go kill Rermadon, Qas and Qon, and move onto Ehalcodon. Though this would not next you any achievements.
Endless Eons.
Zayin

Starformed Ehalcodon

This is the what anyone could call the true final boss of Caves of Qud. There is not a single enemy that is more lethal, difficult, and frustrating to fight. Ehalcodon can only spawn under the circumstances that all other Girsh Nephilim have been subdued, or slain. Which means qe comes with the following stats.


Level: 60
HP: 12,000 | AV: 22 | DV: 26-30
QN: 150 | MS: 100 | MA: 15-18
Strength: 36-48 | Agility: 36-48 | Toughness:36-48
Willpower: 36-48 | Intelligence: 36-48 | Ego: 36-48
AR: 100 ER: 100 CR: 100 HR: 100

With the following skills
  • Iron Mind
  • Shake It Off

And the following mutations
  • Night Vision
  • Wings level 20
  • Regeneration level 10
  • Irisdual Beam level 5
  • Quantum Fugue level 21-23 (varies based on generated Ego)


Like all other enemies, there is statistical variance based on the formula of all enemies, normally I would just put the mean of those numbers here, as is also expressed on the wiki, but it kind of matters to know exactly how much variance there is when quite literally every single point of stats in a given attribute can make a huge difference when fighting something this strong.

Ehalcodon's unique effect is prismatic, which gives complete immunity, and a refractive effect to all of its followers if they are struck with Irisdual beam. This might sounds simple, but like, I mean just look at this sh*t... How do you fight that lmfao.


while not being passives in the typical sense, Ehalcodon has several additional caveats that stop you from cheesing this giant f*cker.
  1. Timecubes have limited effectiveness, you cannot just bring one in and expect to use up all the extra turns you get for a free kill. If qe is hit three times whilst in the duration of a timecube, qe will become nullphase, effectively negating every single form of damage by any means. Period.
  2. Qe has a vaporization temperature 5000 degrees above the normal. On top of having 100 resist against all elements, you have to reach a grand total of 15,000 degrees to vaporise qem.
  3. Qe pushes gasses away from qemself at all times, this effect cannot be nullified, EMPed, or toggled off. It is hard coded with no counterplay. Which means every single form of gas attacks be they freeze grenades, anomaly fumigators or a single scared fart, nothing is going to work.


Qyr final passive is Omniphase, which means you can't just flicker phasing if you want to avoid that awful clusterf*ck of lasers. It does not matter what state of phase you are in, you can and will be attacked. However using long phasing can still be effective, as qyr followers do not inherit this effect.

Qyr unique melee weapon is a Starprint Hoof, which is classified as a Cudgel, and comes gigantic, totalling to a +10 to hit, a 1000 Strength cap, and a 1d6+3 roll for damage. It also has an off-hand but only has 15% chance to attack. This does not seem that bad at first, until you look deeper into it. Upon a successful hit, it will deal 3d6 umbral damage. What does this mean? Well umbral damage is a unique source that currently only two enemies in Qud take advantage of, Ehalcodon, and the troll Haggabah. It also completely ignores all Armour Value, and has no associated resistance. In any other term, this is pure/true damage. So armor, while not completely useless, means very little in comparison to something like extremely high Agi/DV builds.

To add to this, because Ehalcodon inherits all the other Nephilim's bonuses, qe has 4 extra limbs with spotted claws... Which all have a 100% attack chance. Which means in melee combat, at minimum you are being attacked 5 times, 6 if you are unlucky.

From here things only get even more complicated. The unique mutation that qe has is essentially a beefed up version of Temporal Fugue. It lasts around 39-43 rounds, and creates from 10 to 12 clones, these numbers depend on the generated Ego. Which means if you become fully surrounded entirely on all sides, as is what tends to happen when in melee combat as quantum fugue is activated, you are being attacked 40-48 times per turn, with 6-12 of those attacks ignoring all armour. On top of this, at the end of the duration of Quantum Fugue, Ehalcodon will possess the body of the highest hp clone that was left alive, meaning all your damage needs to be evenly spread across all the clones, or you need to disengage from the fight entirely, because if you are burning resources during this time, you are going to starve yourself out.


Oh did I mention qe also sh*ts out a girsh cresh as well, and qyr clones will do that too? Essentially littering your screen with up to around 100 little prismatic girshlings running around? Yeah...


That covers just about everything to do with the quirks of combat... But how do you win the fight? Well...
You are the challenger here, after all. So to you goes the courtesy of the first blow. I'm waiting...
First I think it is best to label off all the methods that I think are fundamentally not viable. (Though I am very very open to be wrong, I would love for anyone to show me how incorrect I am about a certain build because breaking games with ridiculous strats that aren't just "become overleveled any anything is easy")

Text here because steam guides formatting hates lists without a title when spoilered.
  • Purist Tinker builds - Relying solely on turrets and grenades is not a viable method of killing most Girsh Nephilim, let alone Ehalcodon. (Unless you are going to use the cheese method yes yes I can already read the comments now.)
  • Elementalist builds - focusing purely on perma-freezing, melting with acid, or vaporizing with heat. These builds are fun, dual wielding flame throwers or having rank 30 cryokinesis is very fun, but Ehalcodon inherently makes these builds very difficult. Don't get me wrong, I love the idea, but in practice they are very hard to do anything with.
  • Pure single target Espers - If you only spec into single target ranged attacks you will struggle against Quantum Fugue, and the fights become very difficult to deal with.
  • Light based builds - unless you have unlimited EMP this is not fun, chewing through 12k hp is not exactly easy unless done with very specific builds, and ranged builds are often not one of them.
  • Gigachad polyamory builds - Maxing out the amount of followers you have is an immensly fun way to play, especially if you can court several legendary enemies, save up a metric f*ck ton of books and pump them all to like level 40, then dominate to max specific skills. Incredibly fun when heavily optimised, but very, very ineffective against Ehalcodon due to the nature of how Irisdual Beam and Prismatic interact with each other.
  • Most highly defensive AV tank builds - If you put a lot of your eggs into one basket, maxing out AV, focusing heavily on shields, using mutations and food buffs or damage reflection to stay afloat in fights and deal the damage for you, you are gunna have a hard time. I did a quills build against Ehalcodon and it did not end well.


THE CHEESE METHOD
ALRIGHT ARE YOU READY TO MAKE THIS PART OF THE GAME A F*CKING JOKE? BY ANY MEANS, PROCURE A HAND-E-NUKE, PUT THE PHASE CONJUGATE MOD ON IT. PHASE IN VIA THE MUTATION OR SHULK INJECTOR. THROW IT AT YOUR TARGET DIRECTLY. LMAO LMAO LMAO LMAO LMAO LMAO LMAO LMAO. Yeah this is f*cking stupid but it also requires a ♥♥♥♥♥♥♥♥ hand-e-nuke so its not that insane of a cheese.

If this section is missing stuff it is because I could not finish writing my tactics before launching this guide, or I am still gathering data.
World... Peace?
Okay enough yapping about super cool big giga-death monsters, you wanna get a super neat ending?

Delight in the Abundance of Peace


Pacify all seven of the Girsh nephilim in a single playthrough.

Note: Doing this will tank your reputation with a couple friendly factions like villages so uh, idk make friends beforehand. Or don't. I'm not your mom.


Checklist of things that make this easier/possible.
  • Bookbinders - For farming Schrodinger pages.
  • Tili - For farming metamorphic polygel.
  • Cloning draught - Slime bogs and Alch can help with this. You need at minimum 7.
  • Tactful - For extra rep
  • Holographic Visage - As long as you don't take it off its a free +200 rep.
  • Social Co-processor - Truekin friend making ingenuity. Read from Mechanimist Reclaimer for more.
  • Everything I noted from above in The Search.


Assuming you have found all the Girsh Nephilim or have their locations and just need reputation. This is how things will go. You are going to water ritual with all 7 of them, requiring at least 7 drams of cloning draught, and a minimum -249 reputation otherwise the Nephilim will be hostile to you. You will get at least 100 reputation with each one, but it requires 200 to choose the option which pacifies them. "Will you resign your charge and swear to unvex the beings of this world?" This means you need to get a total of 1,400 positive reputation with Girsh in order to do this, with luckily at least half of it coming from doing the water ritual with them. You however cannot trade rumors, or gossip, and legendary creatures very seldom spawn as enemies of the girsh, but it is possible.

Here is the TL;DR
  1. Acquire 700 reputation with the Girsh faction.
  2. Acquire 7 drams of cloning draught.
  3. Find the lairs of Shug'ruith, Rermadon, Qas and Qon.
  4. Travel to all six lairs of the Nephilim, and water ritual with them, then ask them to chill out. (You may also collect their chord of light after this point.
  5. Once all six have been pacified start Reclamation and progress until Ehalcodon spawns.
  6. Water ritual Ehalcodon, and collect your 7th circle of light.
  7. Achievement get! *bark!* Congrats too, this one sucks.


Note: Once you beat the game and reach the epilogue there will be a special NPC that you can talk with that only spawns in this ending, very cool!
End
Well. This was a hell of a guide to write. I think it is definitely the longest thing I have written on steam by far, and in total in the past 5 years at least. File says its encroaching 50k words, and might breach that as I add things to it lol.

This took me about a week of constant writing, with very few breaks in between. In the almost 700 hours that I have in game as of writing this guide and publishing it I have been taking notes, writing little things down, and making sure every method that I took could be replicated, at least somewhat easily. I truly do hope that this guide allows you to achieve perhaps what a lot of people do not really care for, but myself and lots of other achievement hunters consider the pinnacle of respect for a game, exploring its most esoteric, difficult, and somethings silly goals.

Here is my cool Truekin dog btw, if you wanted to see her up close. Such insane graphic design skills I have, I know. Please save your praises, my humbleness knows no bounds.


I don't really have anything else to say, I have no social media links to post or ko-fi to paste into this part, I guess I am just gunna let the credits do their thing and post a bunch of my favourite meme worthy moments into this section for people to either laugh with me or point at my suffering.

Live and Drink.

Doggo Supremacy >:D
"Today, on this salt stricken day, we howl at the eight moons and sink our teeth into our tails. Dogkin be with you"
Credits and Thanks
I want to thank all the people who helped me with my knowledge of this game and pushed me to make this guide despite probably putting way to many hours a day into it for this to be a healthy project. I love you all so much, thank you.
  • Peeper, my stupid idiot girlfriend who made me take breaks when I was gunna burn myself out.

  • near, my other girlfriend who got me into Qud and was a massive contributor to this guide. And if steam is not a complete turd it will let me add her to this so you can give her thanks as well.
  • My fiancé, for ordering me pizza at 2am while I was working on this :) It was yummy.
  • My girlfriend Luna for reminding me that straightforward is in fact one word, and I somehow typoed it six whole times in a row without noticing. Thanks babe, you are the backbone of my literacy
  • Sheba, for transforming into a dog during my first playthrough and making me fall in love with this game instantly. (My headcannon is she will always be a dog librarian, cause why not. Thumbs are bourgeoisie anyways.)
  • The Caves of Qud wiki team, for giving the community a massive lexicon to pull from and saving me a metric sh*t ton of digging through the games code among other things. Here is one more wiki link for good measure. :)[wiki.cavesofqud.com]
  • And you! Yes you! If you give me your name and a prompt I will put you in the credits. Why? idk I felt like it. ¯\_(ツ)_/¯
Change Log
2025/3/22 - Published
2025/4/10 - Fixed mixed up achievement steps for Then and Else as per _biggoodeeny's note. Along with some fixes for the header and icon in Token of Gratitude
8 Comments
BEASTESS 🐺  [author] 22 Apr @ 4:50am 
Good eye, looks like it got cut due to text limit in a section, will add it when I have time :steamthumbsup:
_biggoodeeny 19 Apr @ 1:30am 
Can't find the "The Laws of Physics Are Mere Suggestions, Vol. 2" in the guide :watchingyou::watchingyou:
BEASTESS 🐺  [author] 10 Apr @ 6:02pm 
Fixed, thank you!
_biggoodeeny 10 Apr @ 2:48pm 
Step 5:
"Else" - kill Aoyg.
"Then" - ignore Aoyg.
BEASTESS 🐺  [author] 28 Mar @ 5:58pm 
gathered info over 600 hours, took me about roughly 15 days, usually about 8 hours of working on it each. But I started taking breaks after the first week, so its hard to say. I know for a fact it took over 60, because thats how many hours I logged in qud while doing my research and testing lmao.
billy.checkers.22 28 Mar @ 5:23pm 
np!!! i just cant fathom how long this took to make, puts my guides to shame LMAO
BEASTESS 🐺  [author] 28 Mar @ 12:47pm 
Thank you mister billy :)
billy.checkers.22 23 Mar @ 6:24pm 
holy SHIT this FUCKS