
Act 10 in The Seven Deadly Sins: Origin looks straightforward on paper, but the timed blue braziers, spider swarms, and the final escape sequence are where runs fall apart. Once I treated this act like a tight dungeon with a specific route and timing, it stopped being a slog and turned into a satisfying run that reliably ends with Bug (SR) in my roster.
This guide sticks to what you need to finish Act 10 efficiently:
Recommended party: bring at least one consistent fire attacker (Tristan works fine) and keep Guila available if you like lighting braziers from a distance.
You start in Oasis Village with Guila unwell. Talk to Guila to learn she needs medicine, then follow the marker to Dr. Sennet. Grab the medicine and return it to Guila to finish this short errand and send her off toward Liones.
Head back to Dr. Sennet. This time she’s talking with Sarasik and asks you to deliver medicine to Vernas north of the village. Follow the marker, speak to Vernas, and he immediately sends you out again for Butterfly Grass.
The first time I did this, I wandered all around the desert and still missed one plant. The game is pickier than it looks.
From Vernas’s spot north of the village, head west toward the marked area. Look for small, luminous grass tufts with butterflies hovering around them.
Once you have three, return to Vernas’s last known location. He’s gone, leaving a map fragment. Interact with it; your party decides to investigate the marked location, kicking off the real chapter.
Follow the marker out into the desert to find the man in the black costume. This first fight is more of a check that you’re awake than a real boss.
Once his health hits that threshold, the fight stops. He retreats, tries to attack the villagers, and Sarasik takes the hit in a cutscene. After checking on Sarasik, Vernas appears and sends you on the “Guardian Stone” errand.
Follow the marker to the huge beast statue. Underneath is a glowing gem. Approach to trigger a cutscene: Tristan removes the stone, the statue collapses, and a powerful creature wakes. You don’t fight it here; the party escapes automatically.
Back in Oasis Village, Vernas has vanished again. Talk to Sarasik. He explains that what you grabbed is actually a sealing stone, and Vernas has taken villagers toward nearby ruins. Agree to let Sarasik join you, then head southeast from the village toward the new marker.

At the marker you’ll find a massive hole in the ground. Jump in to enter the ruins proper. This is where fire mechanics become the core of the act.
Clear the bandits, then proceed deeper, lighting optional braziers as you go to cut down the darkness. None of these early braziers are timed, so use them to orient yourself and watch for side paths.
Eventually you reach a locked main gate with nine floor switches arranged in a grid and two movable blocks nearby. The game doesn’t really explain itself here, which is where I got stuck the first time.
Here’s the logic:
Step on (or park a block on) all three upside-down Y tiles so they are active simultaneously. Once all three are pressed, a side gate to your left opens.
Go through that side gate to find a brazier with a fire mechanism (a device you can interact with instead of using character skills). Activate it to light the brazier with blue flame. This is your first timed brazier:
When the main gate is open, sprint through to the next chamber. Don’t stop to light side braziers until you’re safely past the timed door.
The next large room has several standard braziers, a <strongwooden gate="" on="" right<="" strong="" the=""> with an explosive barrel in front, and a locked gate on the left.

Do this in order:
Inside that new chamber is a brazier in the center with another fire mechanism. Activate it to light the brazier in blue flame. This flame temporarily unlocks the previously locked left-hand gate in the main room.
The common mistake here is stopping to fight random enemies or lighting extra braziers. As soon as the central brazier turns blue, run straight back and through the left gate before it shuts.
Beyond the timed gate is a trap corridor. Time your movement, then about halfway in you’ll find another brazier next to an iron door. Light it with fire to turn the flame blue and open that iron door.
Through the door is a large spider nest area. This room teaches you two key rules:
To progress, look to the left side of the room for another wooden door, an explosive barrel, and a fire mechanism. The trick is that the barrel and trigger aren’t in ideal positions.
Use the Book of Stars to move the barrel and the fire mechanism closer to the wooden door:
Deeper in the ruins you’ll start encountering web walls. Use any fire attacks to burn them away quickly. Don’t waste time with normal physical hits; they’re much less effective than fire.
Beyond more webs and spiders you eventually run into the man in the black costume again. Tioreh attacks on sight, forcing a second battle, this time with him wielding a Grimoire.
The important mechanic here is his stun meter:
Play evasive early: focus on dodging his telegraphed swings and letting him “charge up” his own stun by attacking. Once he drops into stun, switch to full offense and burst him down. When his HP is low enough, a cutscene resolves the conflict peacefully.
Banner arrives, explains what Vernas has really been doing, and you find nearby villagers stuck in webs.
Interact with each webbed villager to set them free. Every few seconds, new spiders spawn and try to overwhelm you.

Once all villagers are freed, Sarasik leads them out. You push deeper into the ruins to confront Vernas.
In the next chamber you finally catch up to Vernas. After the cutscene, you find Hawk trapped in webs and immediately enter a defense-style fight.
Two phases here:
For the Soldier Spider, fire damage still works very well, but the key is respecting its wide swings and lunges. Try to:
Once it goes down, a side room opens on the right. Head through and continue the chase after Vernas.
You’ll eventually hit what looks like a dead end. The man in black leaves to check on the upper gate and confirms that lighting another blue brazier will open it for a short time. This whole sequence is where I kept failing on early runs because I lit the brazier before I’d memorized the route.
Here’s the clean way to handle it:
When you’re ready:
If the gate shuts on you, you must drop back down, relight the brazier, and repeat. Once you know the rhythm, you can make it with a bit of stamina to spare; the key is committing to each section instead of second-guessing mid-jump.
Beyond the gate is a final chamber. Open the doors to emerge back into the desert.
Outside, Sarasik runs up and explains he tracked you using a dropped map. Talk to the man in black one last time; he finally shares his real name, BugBug (SR) as a unit reward for completing the act.
Return to Oasis Village and find Dr. Sennet near the southern gate. Speak to her to trigger the final Act 10 cutscene. Once it ends, Act 10 is complete and the next act unlocks, with Bug now available for your team going forward.
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