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 can complete the rest of the tomb as normal, including collecting all the codex pieces at 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 on Zawlin Island. Zawlin Island is directly southwest 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-Bast is directly south from there. If you haven’t been to Per-Bast yet, I’d advise you to do so. You can set up a Trade Post there, 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.
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, passageways marked with an X denote those in which you’ll be ambushed. These are standard rat and molerat ambushes seen in other Wartales tombs.
The box marked with a Y is a passageway that only becomes available once you’ve completed certain criteria (see below), meaning you can’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 10 is only available once near the end of the Belerion scenario quest (see room description below).
1. Statue of Admiral Enlil
This room has an exit on each wall and a Vase containing a few unremarkable items.
2. Sliding puzzle room
You’ll find an Ornate Chest which you can unlock to find some Builders Blueprints. There is also a standard sliding puzzle which, on completion, will get you the Chief Rune.
3. Left sluice gate
You get the Red Symbol here 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 your three companions with the highest Strength stat and you should be fine to move the lever (I did it with a combined Strength of 217).
4. Moored boat
This room contains the Yellow Symbol you 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 the Blue Symbol here. There is also a Golden Chest which contains the Admiral’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 the Ship Rune. You’ll know both sluice gates are working if you can operate the water wheel here.
7. Right sluice gate
There’s a Vase to open here in which you’ll find Blueprint: 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 can now use the boat there to get to this room. It contains a Chest in which you’ll find the Admiral’s Codex II.
9. Blocked wheel
The Vase you find here contains an Ornate Key you can use to open the Ornate Chest in room 2. You will need to have a spare Torch to 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 a Vase with some basics inside, as well as a Saurian which swallows a key you try to pick up. Choose a companion with high Dexterity to catch the Saurian and get a Golden Key. I’m not sure how high your Dexterity needs to be but I caught it with 83.
12. Pool of water
You can only open here if you go back and close 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 the Serpent Rune on the wall. The tomb itself contains the final artifact you need, the Admiral’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 the Blueprint: Ancients’ Ballista. Importantly, don’t forget to also pick up Belerion’s Spear again, which is on the floor in the room.
For more Wartales information here at Pro Game Guides, check out Wartales Region Levels and Order Guide and How to get a ship in Wartales Pirates of Belerion (map)!
Published: Feb 5, 2024 04:10 am