
Game intel
Esoteric Ebb
ESOTERIC EBB is a single-player CRPG inspired by the freedom of tabletop adventures. Unravel a political conspiracy with your goblin sidekick. Roll dice in ten…
After spending my first 10 hours fumbling around Tolstad, missing quests, and locking myself out of a Feat, I restarted Esoteric Ebb and mapped a clean Day 1-2 route. This walkthrough is that route: one complete playthrough path that prioritizes clues for the tea shop “murder”, early Feats, faction introductions, and-most importantly-unlocking Speak with Dead by the end of Day 2.
This isn’t the only way to play. It’s the path that gave me the most information, the most XP, and the most narrative leverage going into Day 3, without wandering into endgame-dangerous areas like the City Below too early.
Esoteric Ebb uses a D&D 5e-style 27-point buy across six stats: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. On my first run I spread points too thin and failed half the early checks. On my second, I built specifically for investigation and conversation, and the game opened up.
For this walkthrough route, I recommend leaning into:
A baseline that worked well for me in 27-point buy:
The game also gives you 18 Background Focus options. These are basically mini-origins that add separate bonuses and unlock extra inner-voice commentary. For this route, a Focus that reinforces investigation and social play is ideal, such as anything oriented around bureaucracy, scholarship, or prior police work. In my run, taking a “bureaucrat-adjacent” Focus gave me frequent bonus rolls on paperwork and faction-admin checks during Day 2’s political quests.
Finally, pick proficiencies that match how you want to investigate:
Don’t make my early mistake of grabbing niche combat skills “just in case”. Most of Days 1–2 are about what you notice and how you talk, not how hard you hit.
Before we step out into Tolstad, you need to understand three core systems that quietly shape your run:
On my first run I clicked through Chimes like they were flavor text and ended up with a personality that didn’t match the Feats I wanted. On this route, we try to stay curious, professional, and slightly empathetic, which lines up nicely with investigation-friendly Feats when you Take Root on Day 1 and Day 2 arcs.
Esoteric Ebb opens with you resurrecting in the Lichhouse. This is your tutorial lab for two things: stat checks in dialogue and early loot/spells.
What I do here:
When you’re done, exit to Tolstad proper. You’ll get your first glimpse of the Questing Tree as the Tea Shop explosion case formally begins.

Outside, talk to the closest city officials and bystanders about the explosion. In my run, I made a point of exhausting every dialogue branch before moving on. This front-loads clues for later checks and flags a few Minor Branches on the Questing Tree related to how seriously you treat the victims.
Resist the temptation to sprint directly to the most dramatic location on the map. The efficient loop that worked best for me on Day 1 is:
This keeps you close to the main case while picking up the side quests and Feat opportunities that the game expects you to see early.
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Head to the Goblin Garden next. Here you’re introduced to Tolstad’s class tension and the goblins’ precarious position in the city.
What to focus on:
From the Garden, move to the Temple of Urth. This is a big hub for your cleric identity and the place you’ll eventually need for the Crypt Keeper quest and Speak with Dead on Day 2.
On Day 1 here, your goals are:
Make a mental note of where the stairs or elevator to the crypts are. That saves time later when you’re rushing to unlock Speak with Dead before the day ends.
Make a mental note of where the stairs or elevator to the crypts are. That saves time later when you’re rushing to unlock Speak with Dead before the day ends.
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Circle back through Waterlane and the Drunk Sphinx tavern next. This cluster houses a lot of social and factional content.
Here’s what I prioritize:
By the time night approaches, you’ll probably be tempted to dive deeper into the city’s underbelly. This is where I wasted an evening on my first run.
End Day 1 by checking your Questing Tree. You should see several Minor Branches filled in and at least one Major Branch related to how you approached the tea shop case and Tolstad’s power players. If offered, Take Root in a Feat that enhances investigation or social resilience rather than raw damage.
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Day 2 starts with you having more freedom and higher stakes. Head back to the Tea Shop first. Fresh dialogue options and checks should appear as the investigation updates.
Focus on:
In the Tower, stay calm, respectful, and precise. Don’t overstate your conclusions; the more careful you are here, the more seriously factions will take you when you start poking at their secrets later in the day.
By midday on Day 2, return to the Goblin Garden. Events will have escalated, and this is when you’ll have to deal with Lady Sageleaf’s true dragon form.
From my experience, two broad approaches emerge:
Whichever way you go, the confrontation with Lady Sageleaf usually registers as a Major Branch on the Questing Tree. Think about what kind of Feat you want later—stoic law enforcer, draconic confidant, or something in between—and pick Chimes that match.

Day 2 is where the faction conflict between the Freestriders and the Azgalists really comes into focus. You’ll feel their presence across multiple locations, but the Guild Warehouse and the quest “Ruffled Feathers” are key.
My advice:
Alongside this, there are several substantial side quests—the griffon, Askanii-Reeds Trading Company, Lisa the hag in the Northern Caverns, Strings of Divination, Capital Dominion document delivery. For this walkthrough, treat them as secondary: pick them up where convenient, but don’t let them delay the critical goal of securing Speak with Dead before the day ends.
This is the pivot of the whole Day 2 route. Speak with Dead radically changes how you can interrogate the tea shop victim and other corpses later on, and it’s easy to miss or delay if you don’t prioritize the “Crypt Keeper” quest in time.
Here’s the flow that worked for me:
The crypts are one of the trickier early-game dungeons:
Completing the quest—resolving the disturbance in a way that respects both the dead and the temple’s doctrine—rewards you with access to the Speak with Dead spell. In my playthrough it became available as part of my cleric’s prepared spells after a short conversation and ritual with the Crypt Keeper.
Before you leave the temple, make sure you actually prepare Speak with Dead in your spell loadout. I once forgot, went back to the crime scene, and had to trudge all the way back to the temple to fix it.
If you follow this route, by the time you lay your Cleric’s head down at the end of Day 2 you should have:
The next in-game days build heavily on everything you’ve set up here. With the spell in hand and your Questing Tree branches firmly rooted, you’re no longer just a resurrected government goon—you’re the one person in Norvik who can ask the dead what really happened. If I could clear all this on a second attempt after bungling my first run, you absolutely can nail it on your first structured playthrough with this route.