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Moss: The Forgotten Relic Book 2 Walkthrough – Part 3

Welcome to the Into Indie Games walkthrough covering Part 3 of Moss: The Forgotten Relic Book 2.

Just as Quill defeats the Keeper and breaks the Hex blocking the path to the next clue, she decides to return home and update her uncle on everything that has happened during her journey. However, the visit quickly takes a turn for the worse.

Moments after arriving in the throne room, Quill is ambushed by the mysterious owl serving the Arcane. Hearing the commotion, Argus rushes in to protect her, but the owl proves too powerful. In a matter of moments, it steals the Glass from Quill and sends both her and Argus crashing out of the throne room, leaving them battered and with a new crisis on their hands.

Note
This is part of our Moss: The Forgotten Relic – Walkthrough Hub, so if you want more content about the game, be sure to check it out.


The Sad Part

Quill wakes up after the fall, badly injured, and immediately rushes to check on her uncle. Sadly, Argus didn’t survive.

As Quill realizes what happened, she breaks down in tears. What makes the moment even more heartbreaking is seeing Quill lose the Reader as well.

Meanwhile, Tylar the Owl now possesses four of the Five Glass pieces, leaving only one remaining. We cannot allow him to get his hands on the final piece.

The narrator explains how each Glass was entrusted to a specific guardian. The last remaining Glass is protected by Sahima, who has taken shelter behind the mysterious door that Quill was about to enter.

The scene then shifts to Aderyn making his way to Sahima. Unfortunately, Sahima is not particularly fond of him. She quickly notices the Reader and attempts to leave.

Aderyn follows her and explains that Tylar now possesses every Glass except hers. He also tells her that Quill needs help.

After seeing what Tylar and the Arcane have done to the castle, Sahima finally agrees to help.

Play As Sahima

Sahima possesses abilities similar to Quill’s and fights using a Chakram, a circular ranged weapon.

Unlike the sword, the Chakram can be thrown at enemies from a distance. Its charged attack allows you to destroy the pink energy devices that power barriers throughout the area.

In some situations, you will need to throw the Chakram and stick it to walls marked with scratches, then recall it by pressing the attack button.

As soon as you gain control of Sahima, use the charged Chakram attack to destroy the purple device ahead and remove the barrier. Climb the leaves and continue forward.

In the next room, you will need to survive several waves of enemies. This section also introduces the Bomber enemy.

As the name suggests, Bombers throw explosive mines that detonate after a short delay.

Start by destroying the mines as quickly as possible before dealing with the remaining enemies. Once every enemy has been defeated, the Bomber retreats and the path forward opens.

Head right and be careful not to remain on the frozen floor for too long, as it collapses shortly afterward. Cross using the blue box and climb to the upper level. Here, you will find a scratched wall.

Use a charged Chakram throw to stick the weapon into the wall. Then return to the box below and recall the Chakram.

This destroys the device and removes the barrier surrounding the blue box. Climb back up and move the box to the right to access the next area.

Here, you will find two possible paths. Begin by heading down the left side. Climb to the upper floor and use the leaf-growing ability on the vines to reach the top.

Follow the cave until you discover a pink energy device. Destroy it with the Chakram. This removes the barrier from the wheel ahead, allowing you to lower it onto the frozen ground.

Return to the beginning of the area and rotate the wheel until you see a pullable handle. Pull it out to create a path forward.

Move through the wheel, circle around, and climb on top of it to reach the northern exit. Watch out for the mines along the way. You can safely destroy them from a distance using the Chakram.

As soon as you enter the next room, you will notice a Bomber enemy. This time, you can control it like any other enemy.

Take control of the Bomber and use it to destroy the energy device above. This removes the barrier, allowing you to platform across and activate the lever that opens the gate.

However, once you do so and return to the lower floor, waves of enemies will attack.

Feel free to use the Bomber to help defeat them, although standard combat tactics work just fine. After clearing the area, continue toward the castle entrance.

Gain Access To The Castle

Sahima notices that the Arcane Hex protecting the castle door has disappeared. This confirms that Aderyn was telling the truth and that this is not one of his tricks.

Jump across using the wheel ahead and rotate it until the opening appears. Pull out the handle and move through the wheel. Activate the lever behind it. This opens the path and spawns a Bomber enemy.

Take control of the Bomber and destroy the energy device above. For the second device, head to the far-right side.

Charge your Chakram, jump, and throw it toward the device. This should destroy it so one device remains. It is located inside the wheel below. Climb up and stand on the floor button to reveal the device.

Rotate it into view and use the Bomber to destroy it. With the final barrier removed, the main path leading into the castle becomes available. Head inside.

Find Quill

Now that you are inside the castle, make your way toward the throne room. Aderyn appears and explains that Quill is somewhere below and that he knows how to reach her.

On the left side of the throne room, you will find a pink energy device blocking the way. Destroy it with the charged Chakram attack and continue through.

Take the stairs down and prepare for combat. Sahima must defeat multiple waves of enemies before progressing.

Once the battle is over, take the elevator to the north to descend into the mines. Jump across the gap and pull down the two icicles overhead to create a path forward.

In the next room, defeat another set of enemy waves before continuing. Eventually, you will encounter another pink energy device.

This one is slightly trickier to destroy. Head to the lower floor and use a charged Chakram throw on the mine cart to the left.

Then climb all the way to the upper level until you see the trajectory lined up with the device. Recall the Chakram to destroy the device and remove the barrier.

Speak To Quill

Continue through the tunnel until you finally spot Quill below. At last, Quill and Sahima meet face-to-face and share a conversation. Quill explains how she defeated Sarffog and has been trying to gather all five Glass pieces.

Sahima initially finds this difficult to believe, considering how small Quill is. What she does not realize is that the Reader has been helping her throughout the journey.

Now that Argus is gone, Quill is more determined than ever to finish what she started. Moved by Quill’s resolve, Sahima decides to trust her and offers her own Glass to help complete the mission.

Before leaving, Sahima also gifts Quill the Chakram, allowing her to use the weapon whenever needed.

Your next destination is the Foundry, where you must confront the Warden.

From this point forward, you can freely switch between the Sword and the Chakram, with both weapons proving useful in combat and puzzle-solving.

Head To The Foundry

Before leaving the mines, head into the room on the right and pay your respects to Argus. You will find Sahima doing the same.

Afterward, return to the starting room and grow leaves on the vines before climbing upward into the next area.

Here, you will need to defeat several enemies. This serves as a perfect opportunity to experiment with both of your weapons.

Once the battle is over, continue into the area on the right and you will arrive in the room that Sahima previously crossed through.

Jump to the platform marked with the blue arrow and pull down the icicle above. Dash across to it and switch to the Chakram.

Use a charged throw on the scratched wall marker, then move behind the device and recall the weapon. This destroys the device and opens the path forward.

At the entrance to the Foundry, you will notice that the bridge is locked by two mechanisms, one on each side. However, as soon as you approach, you will first need to defeat another group of enemies.

After clearing the encounter, the floor button becomes active. Stand on it and pull up the spiral staircase. On each side, you will find a pink energy device that must be destroyed using the Chakram.

Rotate the staircase toward the desired side, dash across, and destroy the device. Repeat the process for the second side.

Once both devices have been destroyed, pull the mechanisms toward you to unlock the bridge. With the bridge lowered, you can finally enter the Foundry.


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