Chapter 1 Walkthrough – A Looming Shadow
Follow Chapter 1 from Ruan's White Shadow investigation to Jenis Royal Academy, the Old Schoolhouse, Blueblanc, and the new Gospel.
Read Guide →Game Guide Hub
Find your current chapter, continue from the demo, follow the story through Liber Ark, and keep quests, BP, and achievements on track.
Recommended Order
Use these guides to find the right Trails in the Sky 2nd Chapter walkthrough, solution or next step.
Walkthrough
Follow Chapter 1 from Ruan's White Shadow investigation to Jenis Royal Academy, the Old Schoolhouse, Blueblanc, and the new Gospel.
Walkthrough
Follow Chapter 2 from Zeiss through the earthquake investigation, Elmo Village, the hot spring source cave, and the Abyss Worm fight.
Walkthrough
Follow Chapter 3 through Grancel, Erbe Royal Villa, Gurune Gate, the Tea Party pursuit, Orgueille, Kanone, and Renne's reveal.
Walkthrough
Get through Chapter 4 from Rolent's coma cases to Perzel Farm, Mistwald's looping paths, the Gospel, Estelle's dream, and Luciola.
Guide Cluster
Follow Chapter 1 from Ruan's White Shadow investigation to Jenis Royal Academy, the Old Schoolhouse, Blueblanc, and the new Gospel.
Read Guide →Follow Chapter 2 from Zeiss through the earthquake investigation, Elmo Village, the hot spring source cave, and the Abyss Worm fight.
Read Guide →Follow Chapter 3 through Grancel, Erbe Royal Villa, Gurune Gate, the Tea Party pursuit, Orgueille, Kanone, and Renne's reveal.
Read Guide →Get through Chapter 4 from Rolent's coma cases to Perzel Farm, Mistwald's looping paths, the Gospel, Estelle's dream, and Luciola.
Read Guide →Follow Chapter 5 through Bose, Ragnard's attack, Ravennue, the open-pit mine, Nebel Valley, and the Gospel on the dragon.
Read Guide →Follow Chapter 6 from Valleria Lake through the hidden research facility, the fake Joshua trap, the Glorious, and the escape with Joshua.
Read Guide →Clear all four Shadow Towers, handle their traps and Enforcer fights, survive Pater-Mater, then follow the Beta Gospel plan to the Aureole.
Read Guide →Cross Liberl during the Orbal Shutdown, deliver Zero Field Generators, rescue Jenis Royal Academy, defend Grancel, and reach Haken Gate.
Read Guide →Cross Liber Ark, free the Capuas, climb Axis Pillar, reach the Core Sector, defeat Weissmann, and escape the collapsing city.
Read Guide →Reach A-Rank without losing BP: follow every bonus choice, protect all 87 quests, and compare your total with each chapter checkpoint.
Read Guide →Track all 49 achievements, including story clears, combat counters, quests, 566 chests, 410 enemies, Nightmare, and late-game challenges.
Read Guide →Use the chapter that matches your current location or story incident. A new run reaches Chapter 1 in Ruan, while a completed demo save can continue into Chapter 2 in Zeiss. For an A-Rank or 100% run, check quests, Bracer Points, and long-term achievement requirements before committing to major chapter transitions.
Trails in the Sky 2nd Chapter keeps changing what kind of problem it expects me to solve.
One chapter is an investigation around a town. Another sends me through a dungeon, across several regions, or into a sequence of major boss fights. By the end of the game, the route has expanded from local Guild work to the nationwide Orbal Shutdown and finally the floating city of Liber Ark.
When I lose track of the next objective, I do not start by searching the entire map. I first match what I can currently see in-game to the chapter and incident below, then continue from that point.
A completed demo save does not need to replay the opening stretch.
If your carried save already cleared Chapter 1, the important full-game progression resumes around Zeiss in Chapter 2.
Use the Chapter 2 walkthrough once the earthquake investigation begins.
A fresh full-game run reaches Ruan first. The White Shadow investigation, Jenis Royal Academy and the Old Schoolhouse belong to Chapter 1 – A Looming Shadow.
I use the location names more than the chapter number when I am coming back after a break. Seeing Mistwald, Nebel Valley, Glorious, Tetracyclic Towers, or Liber Ark usually tells me immediately which route I need.
Progression often changes after a report, conversation or investigation result rather than after reaching the largest landmark on the map.
Chapter 2 is a good example. The earthquake investigation needs enough measurements before it finally produces a useful destination. Chapter 5 can point toward northwest Nebel Valley while the practical route actually begins by finding someone elsewhere in the valley first. Later chapters change the rhythm again: Chapter 7 repeatedly sends the party back to the Arseille between tower operations, while Chapter 8 becomes an overland journey because normal airship travel has stopped.
When an objective appears to stall, I check three things:
Repeating a completed boss, dungeon or investigation area rarely fixes a missing progression trigger.
The important check is usually before a major regional or chapter transition, not after every conversation.
Some optional work appears late in a chapter, and bonus BP can depend on a dialogue choice, investigation answer, battle result or short quest window.
For the exact A-Rank requirement, maximum BP, chapter checkpoints, bonus conditions and all 87 quests, use the BP and quest guide.
I keep the main story route separate from those conditions. When a chapter is clearly preparing to move me into another region or a long sequence, that is when I check whether I still have Guild work I intend to finish.
A story-focused run can stay close to the current objective. I finish the incident, restore the party when necessary and move forward when the game gives me the next destination.
A completion run has several requirements that accumulate across the whole game, so I keep an eye on them long before the ending.
The categories that matter most are:
The all 49 achievements guide gives the actual totals and requirements.
I do not treat every counter the same way. Being short on a repeatable combat action late in the game is very different from discovering that I missed something tied to an earlier area.
Not necessarily.
Several important fights deliberately change the normal rules. The Gospel can interfere with orbments, some encounters are built around a scripted state, and later bosses can temporarily make ordinary damage look ineffective.
I only stop to grind when the weakness is showing up everywhere: normal enemies are consistently taking too long, routine damage is overwhelming recovery, or the active party cannot survive basic mistakes.
If the problem appears only in one unusual story fight, I first let the encounter reveal whether there is a mechanic or phase change involved.
That becomes especially important near the end of the game, where apparent immunity or impossible-looking pressure can be part of the intended sequence rather than evidence that the party is underleveled.
The story repeatedly changes who is available and who matters to the current confrontation, so I do not build the entire run around one permanent four-person group.
Jyn becomes especially relevant around Walter. Sherazard has her own connection to Luciola. Joshua’s return changes the later party structure, and the Final Chapter gives the player another chance to choose who joins the exploration party.
I still invest more heavily in characters I use often, but I leave enough flexibility to adjust when the story puts somebody else at the center of an encounter.
Once the Aureole appears, Liberl enters a nationwide Orbal Shutdown and normal travel changes with it.
The party spends Chapter 8 moving across the country again rather than immediately entering the floating city.
If you have just finished the Tetracyclic Towers and the shutdown has begun, continue with Chapter 8 – Land of Turmoil.
For a completion run, Chapter 8 is also a good place to be deliberate about unfinished Guild work before the story turns toward its final destination.
Chapter 8 ends once the immediate crises on the ground are contained and the Arseille is ready to move against the source of the shutdown.
The next destination is Liber Ark, the floating city above Valleria Lake.
From there, the game no longer follows the regional Guild pattern used through most of the story. The route becomes one continuous endgame sequence through the ancient city, the Glorious, Axis Pillar and the Core Sector.
Continue with the Final Chapter walkthrough once the Arseille leaves for Liber Ark.
If I am going for 100%, this is the point where I also check the achievement requirements one more time before treating the remaining route as a straight push to the ending.