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Adventure Series · 🧭 Companion

Tormentum II· The Archipelago

One programmer, nine places, the friends you earn along the way. The simulation, tracked.

The Case File
Case No.TOR-02
SubjectOne programmer, one bad install
LocationAn archipelago that should not exist
StatusBooting · 9 places · ~6-12 hrs
Case Summary

David, a programmer, installs a piece of hardware he should have left in its box and wakes inside a prison on an island. From there the world is an archipelago on a hand-drawn chart, sailed by compass, each island its own nightmare. The people you meet ask for help, and who you help early decides who can stand with you at the end. This companion keeps the route, hides every answer until you ask, records your choices without judging them, and says plainly what is not yet confirmed.

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⚖️ Choices
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Version 0.1: read this first

Tormentum II came out on 23 July 2026. There is no wiki and no English text walkthrough yet. This companion is built from the three community Steam guides (English, Polish and Russian), a published achievement roadmap, the developer's own forum replies and the patch notes, cross-checked against each other.

Anything only one source supports, or that sources disagree on, carries a chip: ⚠ unverified, confirm in game ⚠ name unverified ⚠ sources disagree. Some puzzle answers exist only as screenshots in those guides; their Solution says so instead of guessing. These get confirmed in play, island by island.

How to use this companion
  • The Path is the route, five acts and nine places. The middle islands open together: take them in any order. Resume jumps to your next step.
  • Puzzles show the goal only. Ask for a Nudge, then a Hint, then the Solution. Nothing is in the page until you press the button.
  • Choices are a single pick between plain descriptions of what you do. The Moral Ledger keeps them; the Companions card counts who can still come with you, as a number only.
  • Endings Lab sits behind one spoiler line. Leave it shut on a blind run.
The spoiler ladder
SafeThis tab, act names, length, that endings exist
ProgressionObjectives, steps, puzzle goals, choice names, warnings
HintNudge and Hint: one tap each
SpoilerSolutions, consequences, ending logic: a tap, and never in the page before it
The nine marks
👁️ Look🎒 Collect🧩 Puzzle
📜 Lore💬 Talk⚖️ Choice
⚠️ Can be lost🏆 Achievement🚪 Gate, ONE WAY

📕 act summary · ⛓️ this opens that · ★ worth a save

The one thing

Who you help early decides who can stand with you at the end.

Choices in the first hours quietly decide which people can join you later. Nothing tells you at the time. The Companions card above counts how many are still possible, without names.

The 30-second version

You start in your own apartment, then wake in a prison on an island. Escaping it earns you a map. Three islands then open together; finish them to reach a winter fortress, then two islands you shuttle between, dolls and hearts, ending at a ship. The ship is a one-way trip to the last island. About ten times along the way you decide someone's fate.

Easy mode

There is no difficulty setting. The easy route: press Space in every new room to see what can be clicked, read the notebook when a lock looks impossible, and keep a save before every choice. Since patch 1.0.8 you can skip dialogue on a replay.

Tourist traps
  • Do not leave the apartment before you have looked around. Every drawing and poster there counts toward an achievement, and no source reports a way back. (This is the one thing NOT to do.)
  • Walking past the animals. Three can be petted, on three islands, and the last one only before the labyrinth.
  • Trusting one save slot. Choices are undone only by reloading, and the autosave moves on without you.
  • Rushing the labyrinth. Its long corridor reportedly has no way back.
Lock to key: where the answer usually lives
The lockWhere its key usually is
CodesA drawer, a note or a sign nearby. The notebook keeps them
Sequences (stones, hands, bells)A note or a drawing elsewhere on the same island, sometimes a floor below
Matching (poses, symbols, faces)An image you were shown earlier, or something a character draws for you
Pipes, mirrors, slidersNo clue at all: trial and error
Give an itemSomeone asked for it; the notebook remembers who
💾 Saves: blind run? Keep just two.

Manual save slots plus an autosave (nine slots, from one review). On a blind run, keep one rolling save, plus the two ★ branch saves The Path marks. They are worth it even if you never reload.

For every ending: keep three slots apart. Before the ★ door on the fruit island, before boarding the ship, and before the final descent. Slots could not be named in game as of August, so write down which is which.

Save folder (from the developer): %USERPROFILE%\AppData\LocalLow\OhNoo Studio\Tormentum II. Steam Cloud keeps a copy.

Length and what 100% means

About 6 to 9 hours by Steam's estimate, up to 12 if you look at everything. Here, Overall counts every step, sight and decided choice once. Achievements (70) are tracked apart, in Endings Lab: many exclude each other, so one straight run cannot earn them all.

How it ends (no spoilers)

There are about five endings, each with variations. Two things decide which one you see, and both are marked on The Path with a ★. Everything else lives in Endings Lab.

New here? The first game in one breath

Tormentum: Dark Sorrow (2015) followed a nameless prisoner through a castle, a wasteland and a frozen village to a judgment. You do not need it to follow this one. Its companion runs on this same system: Tormentum: Dark Sorrow.

✅ Before you press New Game
    Three separate resets, each asks for a second tap. Ticks and choices also clear on the sheet when you are synced; hints and reveals only ever live on this device.

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    Version 0.1, built from the three community Steam guides (EN, PL, RU), the 9puz roadmap, developer replies and patch notes, with achievement names from Steam. Being verified in play. Not affiliated with OhNoo Studio.
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