The DLC for Wartales allows you to take to the seas and explore a large new area, the Belerion Archipelago. If you’re wondering about the new codex available in the area, read on for my full Wartales Belerion Tomb walkthrough.

Belerion Tomb Complete Guide - Wartales

There are 14 rooms in the Belerion Tomb, but one is only available once you are near the end of the Belerion Archipelago scenario quest. However, you’re able to complete the rest of the tomb as normal, includingcollecting all the codex piecesat any time.The secret room only contains information relevant to the scenario quest, so you can come back and complete it separately.

Location of the Belerion Tomb in Wartales

If you are looking for the location of the Belerion Tomb in Wartales, it can be found onZawlin Island. Zawlin Island is directlysouthwest of Per-Bast Island, which you’ll discover by heading directly south from where you find your boat in Tiltren County. On the map above, the small corner of land you can see in the top-right of the image is the edge of Per Bast Island.

If you’ve found Knight’s Island,Per-Bastis directly south from there. If you haven’t been to Per-Bast yet, I’d advise you to do so. you’re able to set up aTrade Postthere, allowing you to get back to the mainland without sailing. This is a handy get-out-of-jail card if your reputation rises to a level where you’re hunted down by a pirate captain and you’re not strong enough to tackle them.

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All rooms in the Belerion Tomb

I’ve given a rough breakdown of all the rooms in the Belerion Tomb below, including the puzzle mechanics. On the map above, passagewaysmarked with an Xdenote those in which you’ll be ambushed. These arestandard rat and molerat ambushesseen in other Wartales tombs.

The boxmarked with a Yis a passageway that only becomes available once you’ve completed certain criteria (see below), meaning you’re able to’t move between rooms 9 and 11 until after you’ve been to room 11. However, once opened, this passageway remains open.The exit east from room 10is only available once near the end of the Belerion scenario quest (see room description below).

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Related:How to defeat the Sea Serpent in Wartales

1. Statue of Admiral Enlil

This room has an exit on each wall and aVasecontaining a few unremarkable items.

2. Sliding puzzle room

You’ll find anOrnate Chestwhich you may unlock to find someBuilders Blueprints. There is also a standard sliding puzzle which, on completion, will get you theChief Rune.

3. Left sluice gate

You get theRed Symbolhere that you’ll need for the combination lock between Room 11 and Room 13. There is also a blocked sluice gate that you’ll need to free using three strong companions. Pick yourthree companions with the highest Strength statand you should be fine to move the lever (I did it with a combined Strength of 217).

4. Moored boat

This room contains theYellow Symbolyou need to get into the tomb. It also has a boat that you can use to get to Room 8. However, you can only use the boat once both sluices Room 3 and Room 7) are open.

5. Locked door

There’s a battle on the way to this room. Once complete, you’ll find theBlue Symbolhere. There is also aGolden Chestwhich contains theAdmiral’s Codex I. You can’t move north until the water is flowing.

6. Water wheel

Get a close-up of the wall here to find theShip Rune. You’ll know both sluice gates are working if you can operate the water wheel here.

7. Right sluice gate

There’s aVaseto open here in which you’ll findBlueprint: Stretches. This is useful, as reduces the Fatigue built up by rowing. The way to operate the lever here is the same as in Room 3 above.

Related:Pugilist Build Guide – Wartales

8. Landing

If you have filled room 4 (above) with water you’re able to now use the boat there to get to this room. It contains aChestin which you’ll find theAdmiral’s Codex II.

9. Blocked wheel

TheVaseyou find here contains anOrnate Keyyou can use to open the Ornate Chest in room 2. You willneed to have a spare Torchto unblock the wheel here, giving you access to later rooms.

10. Catepult

There is a battle between Room 5 and this one. On arrival, you’ll find a catapult and nothing else. The catapult is only relevant once you’ve completed the majority of the Belerion Scenario Quest and been sent here on the quest,Ballistic Research,and the legendary item,Belerion’s Spear. If so, the catapult will glow purple and you can continue the quest. You need to use the catapult to shoot through the east wall giving access to Room 14.

11. Locked door

This room has aVasewith some basics inside, as well as aSaurianwhich swallows a key you try to pick up. Choose a companion with high Dexterity to catch the Saurian and get aGolden Key. I’m not sure how high your Dexterity needs to be but I caught it with 83.

12. Pool of water

you’re able to only open here if you go back andclose both sluice gates. This can be done after you’ve made it this far, as the secret passage between Room 9 and Room 11 is now available and it doesn’t reclose when you drain the water.

13. Tomb

Once inside the Tomb, don’t miss theSerpent Runeon the wall. The tomb itself contains the final artifact you need, theAdmiral’s Codex III.

14. Scenario quest room

Once you’ve made it into the room, look at the Stone Tablet to advance the quest and receive an artifact. It only takes one rest to study, after which you’ll have theBlueprint: Ancients’ Ballista. Importantly, don’t forget to also pick upBelerion’s Spearagain, which is on the floor in the room.

For more Wartales information here at Pro Game Guides, check outWartales Region Levels and Order GuideandHow to get a ship in Wartales Pirates of Belerion (map)!

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