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.
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.
- 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.
| Safe | This tab, act names, length, that endings exist |
| Progression | Objectives, steps, puzzle goals, choice names, warnings |
| Hint | Nudge and Hint: one tap each |
| Spoiler | Solutions, consequences, ending logic: a tap, and never in the page before it |
| 👁️ Look | 🎒 Collect | 🧩 Puzzle |
| 📜 Lore | 💬 Talk | ⚖️ Choice |
| ⚠️ Can be lost | 🏆 Achievement | 🚪 Gate, ONE WAY |
📕 act summary · ⛓️ this opens that · ★ worth a save
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.
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.
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.
- 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.
| The lock | Where its key usually is |
|---|---|
| Codes | A 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, sliders | No clue at all: trial and error |
| Give an item | Someone asked for it; the notebook remembers who |
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.
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.
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.
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.
Tick steps as you do them. Puzzles show the goal only: open a Nudge, then a Hint, then the Solution, one layer at a time. Choices are a single pick between plain descriptions of what you do. The middle islands open together: play them in any order. Anything marked with a warning chip is not yet confirmed in game.
Every choice that matters, in the order you meet them. Nothing here says which way is right. Once you have chosen, you can ask what it did.
Endings Lab: the ending logic, the companion rules and every achievement name.
Below this line: what decides the endings, who can come with you and why, a verdict worked out from your Ledger, the save plan for every ending, and the full achievement list. Skip it on a first, blind run.