Across the Obelisk , made past Dreamsite Games, has finally come out of early on access, and the final product is incredibly well-received and so far. This roguelike deckbuilder has all the aspects that fans of the genre pine for such as a ton of variables, thousands of ways to build different decks, and a whole agglomeration of playable characters to unlock.

The playable characters, in particular, as a big aspect of Across the Obelisk'south progression, as the game initially started with only a couple in Early Access, just has now grown into having 16 different playable characters total across 4 different Classes. That said, four of them are unlocked at the kickoff and the remaining 12 take quite a bit of piece of work and trouble-solving in order to obtain. So, let'due south become over each character in Across the Obelisk, one by one, and item how exactly they're unlocked.

A General Pattern For Grapheme Unlocks

Across The Obelisk - Grukli Unlocked Popup In-game

Earlier diving in headfirst, allow'south talk a flake near how characters are unlocked in Across the Obelisk, in general. In the full release version of the Campaign, players will articulate four maps in total out of a possible five. They'll start in Senenthia, shell the Dominate there, and have the option to travel to Velkarath, Aqurfall Marsh, or Faeborg next, articulate that boss, and pick another of the three (now two) locations to become to, earlier finally ending upwards in The Void for the concluding act.

These location decisions thing, every bit a lot of the grapheme-unlock quests, crave players to collaborate, gather, or clear sure Map Nodes in specific areas before the character is unlocked. This heavily replayable aspect of the game is exactly why it's one of the more than underrated roguelikes that needs more attention. With that in mind, allow's get into exactly how each character joins the party.

How To Obtain Every Playable Character

Graphic symbol Proper noun & Class

Location Progression Needed

Unlock Guide

Magnus/Warrior

None

One of the four Heroes unlocked by default

Andrin/Scout

None

I of the 4 Heroes unlocked by default

Evelyn/Mage

None

One of the 4 Heroes unlocked by default

Reginald/Healer

None

One of the 4 Heroes unlocked by default

Heiner/Warrior

Velkarath in either Act 2 or Act 3

Interact with the Crumbling Belfry "The Terminal Lookout man" in Senenthia and find Heiner'south body without its core. [Have] the Quest to find a new core somewhere in Velkarath. Once in Velkarath become to The Black Forge "The Gates of Blackness Forge" Map Node and select the [Enter] option. Next, [Gainsay] the two Golems (and a Fire Elemental if the Group Event fails) and win. Loot the rewards and the party should notice a new Golem Core and the "Heiner Unlocked" dialog will pop upwards.

Thuls/Scout

Aquarfall Marsh in either Act 2 or Act 3

Collaborate with the Water Manufacturing plant "Whispers In The Shadow" Map Node in Senenthia. [Accept] Thul'southward Quest to detect a very potent Venom which he mentions is likely in his homeland called Aquarfall Marsh, in a cave full of spiders. Once in the Marsh take whichever path that leads to the Spider Lair "The Spiders Cave" Map Node in the far southward of the map. Be enlightened that i path does require virtually 800 Gold for a boat to become across. [Enter] the sub-dungeon, either the safety way or not, and get to the end of it to fight against the Spider Queen. In one case defeated, the Queen's Venom should be part of the Loot and the dialog for "Thuls Unlocked" should pop up.

Cornelius/Mage

Velkarath in either Human activity 2 or Human activity 3

Talk to Cornelius at the River Bridges "The Wandering Magician" Map Node event in Senenthia. [Accept] his offer to detect his magic staff and he mentions that his staff is probable with the former group he used to run with and is in their main base in Velkarath. Once in Velkarath go on bottom-type paths until you accomplish the Cult Temple "The Called-for Mitt" Map Node. Beat out the boss of the Cultists, go the staff, and the "Cornelius Unlocked" dialog will announced.

Ottis/Healer

Merely Senenthia

Find Ottis at the Isolated Chapel "The Scared Pigman" Map Node in Senenthia. [Accept] the Quest to defeat Yogger to requite Ottis some peace of mind. Yogger is found at the Bandit Camp "Fresh Meat!" Map Node. After beating Yogger the "Ottis Unlocked" should pop up.

Grukli/Warrior

Aquarfall Marsh in either Act 2 or Act 3

Interact with the Minor Lake "The Line-fishing Competition" Map Node and select any option other than [Leave] for the event. However, if Andrin is in the party, his option guarantees to go the Fish regardless of how it works out. And then, hold on to this Fish until you get to Aquarfall Marsh and head toward the Waterfall Ledge "The Hungry Dwarf" Map Node. Both ways to go her involve taking a Ferry so save up about 800 Gold in advance or aid the Crocomen to get the boat for free. Once at Grukli's effect, requite him the Fish, and the "Grukli Unlocked" should appear.

Sylvie/Watch

Faeborg in either Act 2 or Act 3

Before finding Sylvie, players need to go to the Forest Glade "The Moon Ritual" Map Node, [Combat] the Dryad, and [Wait] until the Moonstone cools downwards enough to pick it up. Then, go to Faeborg and travel to the take information technology to Owl Guardian "The Depleted Guardian" Map Node to collaborate with Sylvie, requite her the Moonstone, and "Sylvie Unlocked" will pop up.

Wilbur/Mage

Velkarath in either Act two or Human action iii and and then The Void

Interact with the Residue Area "Knowledge For A Dream" Map Node in Velkarath to talk to Wilbur and [Have] his quest to find a book about ancient technology. Then, in The Void of Act iv, become to The Library "The Ancient Library" Map Node on the first map and pick the [Go on] option to get his book there which gives the "Wilbur Unlocked" popup.

Malukah/Healer

Aquarfall Marsh in either Act 2 or Deed 3

Start this quest by interacting with the Suspicious Hatch "The Hatch" Map Node in Senenthia. Jumping on the hatch (the [Enter] selection) will guarantee the political party gets into the Sub-Dungeon, while [Open] has a loss condition where they don't enter. One time inside, continue onward until the party is there once the "Lord of the Imps" Belphyor is summoned. Simply choice the [Combat] option, as the other ii atomic number 82 to different rewards that aren't needed to unlock Malukah. Once players get Belphyor's Horn from his torso, they can continue to the Aquarfall Marsh. In the Marsh map, the party has to take a "ferry" across the water at North Pier "Crocomen Mafia" map node for about grand Aureate. Later ownership the boat, get to Malukah's Map Node and give her Belphyors Horn. After this, "Malukah Unlocked" should appear and players will also be able to option some items from her shop as well.

Bree/Warrior

Faeborg in either Act ii or Human action 3 and then The Void

To start this quest, players need to pick Faeborg every bit either their Act 2 or Act 3 map. Once there, accept the superlative patch to accomplish Bree at the Grove "Saving The Treants" event. She asks the party to discover a place to institute Ylmer'south Seed and players need to [Accept]. Then once in the second map (afterwards the dual Guardian fight) of Act four, head up the top path to the Garden "Sacred Garden" Map Node and select the [Dig] option. Right after this, "Bree Unlocked" should appear.

Gustav/Scout

Aquarfall Marsh for Act two so Faeborg for Act 3

To unlock Gustav, players must select Aquarfall as their Act 2 and Faeborg as their Act three. In Aquarfall Marsh, they'll need to pay for the boat at the Due south Pier to reach the Solitary Rock "The Sad Minstrel" Map Node. There, Gustav volition ask the party to become him a new Lute equally his was broken by Crocomen. [Have] this quest and head to Faeborg. Once at that place make sure to go along the bottom path toward the Faeborg Dragon dominate, as this leads to the Mansion "Maniac Mansion" Map Node. In this event, select the [Keep] option and get Gustav's new Lute. In one case obtained, the "Gustav Unlocked" should appear.

Zek//Mage

Faeborg in either Human action 2 or Human action 3

Zek's unlock quest starts in Senenthia at the Chief Route "A Grave On The Road" Map Node. Depending on who is in the political party, there will be character-specific options for this event, these work as well equally the [Profane] option, just don't pick [Leave]. There is a secondary result "The Eerie Chest" that can happen here with a box, but regardless of how that turns out (if information technology appears), players should get a Strange Fundamental. Have this fundamental all the way to Faeborg in either Human action ii or Human action three and go to the Sewer Outlet "The Exiled" Map Node and give Zek the fundamental. And, but like that, "Zek Unlocked" volition appear.

Nezglekt/Healer

Velkarath in either Act 2 or Deed iii and so The Void

This relatively long unlock quest starts in Senenthia's Riverside Camp "The Stargazer" Map Node offset map (which won't e'er appear). At this camp, either the [Ask] or [Pay] options piece of work, and after the Divination Nezglekt volition tell the actor to talk to his brother in Velkarath. Become to Velkarath in either Act 2 or Act 3 and he'll be at the Campsite "Express Delivery" Map Node. After talking to him, Nezglekt'southward brother volition ask the player if they can evangelize a heavy package for him. The player must then choice which of their party member's "Potion" slot gets taken up by this Heavy Parcel, and they must go along it on them until the commitment is completed. Concord onto this Package until Deed four, The Void, and accept it to the Airship "Tsnemo's Merchant Ship" Map Node. Later on delivering it, "Nezglekt Unlocked" should appear.

Across the Obelisk is available now for PC.

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