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Shards of Order Walkthrough – Purged Village

shards of order walkthrough

Welcome to the second part of our walkthrough for Shards of Order.

Having escaped the Shrike’s Lair, we found ourselves outside a Chapel in the Purged Village. The villagers have either turned hostile or are desperate for help that only our heroes can provide. The Village Gate to the east is locked, and you need the Law of Identity to open it.

This article is part of our Shards of Order – Walkthrough and Guides Hub.  

For more information about the game, check out their official website here



The Apprentice’s Request (Crime and Punishment)

shards of order walkthrough

You find yourself outside the Chapel in the Purged Village. After the dialogue with your party members, you can move around the Purged Village overworld.

shards of order walkthrough

There’s a Graveyard to the south of your current location. There are three Graves here, but you’ll need a Shovel to dig them. There’s also a Church further south that requires the Church Key to open.

shards of order walkthrough

Return to the Chapel and head west toward the Well. Interact with the Well to talk to the Blacksmith’s Apprentice.

He’ll tell you that the Blacksmith has been captured and hanged for providing arms to the Black Wing Legion. Then he asks for your help getting him back.

He’ll give you the Blacksmith’s Tools quest item and Crystallized Fleck to upgrade your Armor. This marks the beginning of the Crime and Punishment Questline.

Reaching Margrave’s Manor

shards of order walkthrough

Head south past the Well and you’ll spot a pair of Villagers standing on the Street. Walk up and interact with them.

shards of order walkthrough

Ask them about the Blacksmith and Margrave’s Manor. As you’re about to leave, they’ll attack you. Take them out.

shards of order walkthrough

This fight also introduces the Etheral mechanic in the game. If the fight doesn’t go your way, click the Eye on the left corner of your screen to activate it. It will revive any fallen party members, heal you up to full, and add an Ethereal card to your current hand, without getting Fractured.

There’s another encounter at the next node: Market. It starts as a fight against a single villager, but he’ll call for reinforcements soon enough.

shards of order walkthrough

Once you take them out, Scholar will find the Crystal Staff weapon. Head to the Bulletin Board and read the notice.

shards of order walkthrough

From here, you can head east to get back to Shirke’s Nest, but there’s no reason to go there right now. Instead, head south toward the Fork in the Road. Take out the three villagers.

shards of order walkthrough

Once the fight is over, there will be three paths open for you. The eastern path leads to Margrave’s Manor, to the west lies the Herbalist’s House, and the southern path will take you to the Miller at the Muddy Path.

shards of order walkthrough

Go to Margrave’s Manor first. Interact with the door. You’ll hear some commotion inside. Run through the event, and a fight will start against a Legionnaire.

shards of order walkthrough

The Legionnaire will run away as soon as you take out one of the two villagers and bring in two other villagers as reinforcements. Defeat the enemies.

shards of order walkthrough

Once the fight is over, you can check inside the house. There are three interactive areas. Check the Painting first, and you’ll be able to choose either the Sword or the Memory.

  • Margrave’s Oath (Sword)
  • Memory of a Defender

Check the Desk and the Closet next to update the Under Black Wings questline.

shards of order walkthrough

If you gave the Nest Dweller the Memories of a Player, he’ll be sitting next to the Manor. Speak with him. You’ll have three options. We went with the Humor him option, and he gave us the Memory of a Player.

When you’re ready to move on, return to the Fork in the Road.

Save the Miller or the Herbalist

shards of order walkthrough

When you first arrived at the Fork in the Road, the Herbalist’s House and Muddy Path are revealed. The Scholar and the Exile will argue about who to save, but the choice is ultimately in your hands. You can save only one of them.

Saving the Herbalist

shards of order walkthrough

If you want to save the Herbalist, you have to fight three enemies. The Herbalist will be tied to a stake during the battle.

shards of order walkthrough

After a turn, the Stake will gain a Buildup. Once that happens, you have to get rid of the Buildup before its Time Countdown expires, or The Herbalist will take damage.

Complete the fight before The Herbalist‘s health drops down to zero to save her. This will reward you with the Sage Card (Scholar) that heals your entire party for 8 health.

Saving the Miller

shards of order walkthrough

If you decide to save the Miller at the Muddy Path, you’ll also have to fight three villagers. But this battle is much easier.

shards of order walkthrough

As the battle starts, you’ll see the Miller drowning at the nearby pond. Once the Timer Counter reaches zero, the battle is lost. The enemies will periodically attack the Miller to lower the Timer Counter. We decided to save the Miller on our playthrough.

shards of order walkthrough

Once the fight is over, the Miller will thank you and then run away from the village. You’ll get the Tasty Rations Card (Exile) that adds 1 Strength to all characters and 2 Sharp to the Exile when used.

shards of order walkthrough

Head to the Tavern next to the Muddy Path and run through the dialogue. This will bring you to a skill check and add the Drunk card to your deck if you choose to Drink. You can enter the Tavern’s Basement if you find the Basement Key.

shards of order walkthrough

Go to the Herbalist’s House to reveal a Street to the west. Move to the location.

Finding the Blacksmith’s Head (Crime and Punishment)

shards of order walkthrough

Move to the Bloodied Bowl next to the Street, where you’ll be able to talk to a tall woman standing over a body. Talk to her and run through the dialogue. She’ll tell you to reclaim the Law of Identity and prove yourself worthy before she walks off.

shards of order walkthrough

Head to the Execution Site and interact with the upside-down hanging body of the Blacksmith. He’ll ask you to chop off his head. But regardless of what you choose, you’ll get into a boss battle with the Fire Priest.

shards of order walkthrough

The Fire Priest is a tough boss to beat at the first encounter. But you don’t have to defeat it right now. Focus all your attacks on the hanging Blacksmith.

The fight will end as soon as you bring his health down to zero. The Fire Priest will periodically heal the Blacksmith back to full HP. So make sure you delay his turn and deal enough damage to the Blacksmith before he gets healed.

shards of order walkthrough

Ending the fight this way will give you a Crystallized Fleck. Run through the dialogue to update the Crime and Punishment questline.

shards of order walkthrough

Return to the Well and speak with the Apprentice. He’ll give you the Wagon Wheel and ask you to meet them at the Forge in the north.

Reaching the Forge (Crime and Punishment)

shards of order walkthrough

After the conversation, head toward the bridge to the north of the Well. Interact with the Pillaged Wagon and select the Mount the Wheel option to move it out of the way.

Move to the Overgrown Path to encounter a Black Wing Legion patrol. Take them out.

shards of order walkthrough

Move to the Watchtower next and interact with it. It will reveal the location of Morgain’s Tomb and the Black Legion Outpost. The Exile will also find the Longbow weapon and a Crystallized Fleck in the Watchtower.

shards of order walkthrough

From the Watchtower, the gate to the west requires the Law of Identity. Head east to the Overgrown Path where you’ll fight two Guard Dogs and a Legionnaire.

shards of order walkthrough

This activates a checkpoint. Head east from here to reach the Forge.

shards of order walkthrough

While looking at the Forge, interact with the Anvil to get the Heavy Armor as a reward for recovering the Blacksmith’s Head. Talk to the Blacksmith and the Apprentice. He’ll ask you to recover the rest of his body and give you the Shovel.

The Salesman Questline (Dangerous Roads)

shards of order walkthrough

Head south from the Forge to find a person on the ground. Speak with him. This is the Salesman, and he’ll ask you to get him an Ointment. He’ll give you the Recipe for Salesman’s Ointment and Shrike Grass. This will add the Dangerous Roads questline in your Journal.

shards of order walkthrough

Read the Recipe for Salesman’s Ointment from your inventory.

Return to the Herbalist’s House and check the house. Add 3 Red Herbs, 2 Yellow Herbs, and 4 Blue Herbs as per the instructions. Then click on the Mortar to grind them thoroughly. You’ll get the Ointment added to your inventory.

Return to the Salesman and give him the Ointment. This will update the Dangerous Road questline and give you the Memory of a Materialist as a reward.

Finding the Blacksmith’s Body (Crime and Punishment)

Make your way back to the Execution Site. Then interact with the Fire Priest to start the boss battle.

With the Blacksmith gone, the fight becomes much easier. Just remember to play around the Priest’s Fire Shield, and you should be fine.

Once the fight is over, you’ll be able to recover the Blacksmith’s Body. The Scholar will tell you to stop by the Herbalist’s House and use a combination of 2 Red Herbs and 4 Blue Herbs.

Head over to the Herbalist’s House and mix the herbs as instructed. You’ll get the Ointment for Blacksmith.

Return to the Forge and hand over both items to the Blacksmith. He’ll give you the Memory of a Trader as a reward.

Finding Margrave’s Body

After completing the questlines, you’ll notice a path heading east from the Salesman. But before you go that route, head south toward the Graveyard.

Use the Shovel you found at the Forge to dig up all three graves. The Small Grave will give you the Memory of a Weeper.

The Grave with Spit holds the Companion, the person you fought at the start of the game. This triggers a fight, but it’s very easy.

The Ordinary Grave holds the Brainless body of Margrave. To get him to talk, you either have to give him Margrave’s Brain or the Wereshrike’s Brain.

Return to the Salesman and follow the path to the east. This will lead you to a single Guard Dog.

Interact with the Guard Dog to trigger a fight. But don’t attack it. Just wait out your turn, and the Dog will run away.

Move on to the next node to trigger another fight. This is the same Guard Dog from before. If you don’t attack it, it won’t fight back, leaving you with only the two-headed monster to fight.

From here, the path splits off. Head north first to reach A Lone House.

The Hermit’s Questline (Dangerous Roads)

You can pet the Dog sitting outside. Knock on the Hermit’s door. He’ll refuse to open it. Knock on the door three more times and run through the dialogue to update the Dangerous Roads questline.

He wants you to find the Wereshrike inside the Cave to the east and disenchant him to break the curse. He’ll also tell you where you can find the Basement Key for the Tavern’s Basement.

Saving the Wereshrike (Dangerous Roads)

Go and talk to the Salesman and ask him about the ointment.

Continue heading east from the Hermit’s House to spot two men fighting a Guard Dog. This triggers a small sequence where you fight off some enemies as the Reaver. Complete the battle.

If you manage to win the battle, run through the dialogue with the Reaver. Tell him where Shrike is, and he’ll go away.

NOTE: You can head back to the Shrike’s Nest to find the Reaver reunited with Shrike.

Approach the Windmill to the east next. You’ll find a Crystallized Fleck inside the Windmill. From here, you’ll spot the Cave to the east that the Hermit was talking about. Head inside the Cave.

Follow the Pathway inside the Cave. A Checkpoint will activate on the second node. From here, check the Remains to the south.

Run through the dialogue to find the Tavern Basement Key.

You’ll find the Wereshrike directly to the east of the Checkpoint. If you want to use the Wereshrike’s Brain on Margrave’s Body, you can just complete the encounter right now. This will end the Dangerous Roads questline as the Hermit will get mad at you for killing his friend.

If you want to complete the questline, head back out of the Cave and go to the Tavern. Use the Basement Key to enter the Tavern’s Basement.

This will trigger a gauntlet. Kill three waves of enemies to progress.

You’ll find a recipe for the Disenchantment Potion. Go to the Herbalist’s House and use the Recipe(1 Red Herb, 5 Yellow Herbs, 2 Blue Herbs) to prepare the Disenchantment card.

Then go to fight the Wereshrike in the cave. During the fight, make sure you don’t kill the Wereshrike. Instead, use the Disenchantment card three times, and the fight will be over. You’ll also get a Bone that you can give to the Dog outside Hermit’s House.

Return to the Hermit and tell them that you’ve saved his friend and run through the dialogue to complete the questline. You’ll get the Horn of the Forest weapon for the Scholar as a reward.

Reaching The Black Wing Legion Outpost

From the Checkpoint before the Windmill, head south toward the Tents. You’ll run into a Legionnaire patrol here. They are apparently looking for a woman. Run through the dialogue to trigger a fight.

Head to the Rock, where the bloodstained woman is leaning. Talk to her.

This will trigger another small sequence where you fight as the Shieldmaiden. She’s a strong character, but unfortunately, we didn’t manage to complete the challenge.

You’ll be able to choose one of three cards after the section.

Follow the path south to fight another Legionnaire patrol.

After the fight, you can interrogate the Legionnaire. He’ll tell you that you need Margrave’s Insignia to enter Morgain’s Tomb to the east. We then chose to incapacitate Him to save us further trouble in the future.

Morgain’s Tomb lies to the east. If you’ve already got Margrave’s Insignia by giving the Werekshire’s Brain, you can head inside. Otherwise, continue heading west where you’ll fight another Legionnaire patrol.

Keep following the path, and you’ll reach a Muddy Path where you see two more enemies. Fight them off.

After the battle, you’ll find an item on the ground. Pick it up to find the Church Key. Continue the path heading south. You’ll unlock a shortcut back to the Chapel.

Since you’ve got the Church Key, head over to the Chapel and check everything to find the Cape of a Bard armor for the Scholar.

Further down the road to the east, you’ll come across a Wagon. There are some enemies guarding it. Interact with them to trigger a fight.

This can be a tricky fight since the Wagon will keep bringing in reinforcements. Focus on killing the Wagon first, and the fight becomes much easier.

Head further in and you’ll see some cages. You have the option to set them free or kill them. We decided to kill them for the Memory of a Murderer.

You’ll reach the Black Wing Legion Outpost just past the cages. Head inside.

Follow the path forward while checking the Tents on the side. An Elite Legionnaire will be waiting at the end of the path. Interact with him to trigger a fight.

The enemy has 210 HP, which can be a lot to get through. Defeating the enemy gives you the Arid Breastplate armor for the Warrior.

Head to the next node after winning the battle to talk to the Legion’s Leader. Run through the dialogue to trigger a boss battle against the Black Wing Commander.

The Black Wing Commander can be a tough fight. He has 180 HP, which isn’t much. But he will keep summoning soldiers to the fight, making things difficult for you.

Focus on hitting the boss, and once his Health Bar drops to zero, the fight is over. You’ll get the Howling Cage as a reward for winning the battle.

You’ll also get Margrave’s Brain from defeating the Black Wing Commander. This will allow you to get Margrave’s Insignia from the body you found in the Graveyard.

Where to Find Margrave’s Insignia

There are two ways to get Margrave’s Insignia to open Morgain’s Tomb. The first and easiest way is to give the Werekshire’s Brain to Margrave’s Body after digging him out in the Graveyard. This is the option that we chose. But it will also cause the Dangerous Roads questline to fail prematurely.

Alternatively, you have to make your way into the Black Wing Legion Outpost in the southeast part of the map. Then defeat the Black Wing Commander to get Margrave’s Brain. Use it on Margrave’s Body. He’ll hand you the Insignia and then walk off.

Opening Morgain’s Tomb

With the Margrave’s Insignia at hand, make your way to Morgain’s Tomb in the east. Open the tomb using the Insignia and head inside.

Keep following the path forward.

You’ll have to face Morgain, Guardian of the Order, at the end of the path.

How to Beat Morgain, Guardian of the Order

Morgain is the final boss of the Purged Village with a whopping 400 HP. He’s the toughest enemy you’ve faced so far, but with some strategy and smart use of the Ethereal Power, you’ll be able to beat him.

The first thing to remember is to always lower his Buildup whenever he starts gaining stacks. This will increase his damage output significantly.

The first phase of the fight is relatively straightforward. However, when you get through around half of his health, the second phase starts. Morgain will pull out a huge sword and also bring in some reinforcements.

It’s very important to manage the field when that happens. Morgain will kill his own minions with one of his attacks so you don’t want to focus too much on them. Instead keep attacking the boss while trying to negate as much damage as possible by moving your characters around the field.

Defeating the boss gives you the Soul of the Legion sword for the Warrior. A cutscene triggers right after.

When the cutscene ends, run through the dialogue with your party. You’ll learn the name of each characters: Thade (Scholar), Ayla (Exile), and Lev (Warrior). After the conversation, you’ll have the Law of Identity.

Head to the Vill age Gate to the northwest, use the Law of Identity to open it and make your way out of the Purged Village.

This will take you to The continent. Your next destination: The Cathedral of Order.


This concludes the second part of our walkthrough for Shards of Order. For more interesting articles related to indie games, check out the links below:

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