
Game intel
Styx: Blades of Greed
The master of stealth is back! Explore the dizzying heights of the Iserian Continent and cunningly eliminate your enemies. Thanks to your Quartz powers, you ar…
After spending a couple of evenings stuck in “A Way through the Wall” in Styx: Blades of Greed, I finally put together a clean stealth route that rescues dwarf captain Irving, frees engineer Jasper, and secures the Airstation without turning the whole Wall into an alarm factory. This chapter throws a lot at you early: tight interiors, patrols that overlap, your first escort with Jasper, and a small arena-style clear at the end.
This guide walks through exactly how I now do the mission consistently:
If you follow this route, expect about 40-60 minutes on your first careful run. Once you know the paths and timings, you can easily cut that in half.
From Helledryn, head out to the right and drop down the rope. The game is quietly testing whether you’ve understood how important vision cones and darkness are, so start the habit now:
In the next corridor there’s a locked door you can’t open yet. Check the keyhole anyway – this becomes muscle memory later. Since you don’t have a lockpick yet, use the small opening in the bottom right to crawl through. Inside the passage, extinguish torches as you go. This is your first reminder that lights are as dangerous as enemies in this game; I wasted early runs trying to stealth through fully lit rooms.
On the other side you’ll reach a room full of miners. This is where the game formally introduces stealth kills. Don’t run straight for them:
Get used to this loop right now: observe → isolate → kill → hide. Every time I got lazy about hiding bodies here, it snowballed into patrols discovering corpses and the whole section turning into chaos.
Continue forward, checking the keyhole before each new room. Head down the stairs and duck behind the barrel at the bottom. When the miner walks towards you:
Exiting this side route, hide behind the three barrels. Here you learn to roll between covers. Time your roll so the guard on the low wall has his back turned, then slip behind him and take him out quietly. Jump over the wall and eliminate the second guard.
Head left and vault over the low walls behind the workers. Roll from cover to cover to bypass the next guard without him ever seeing you. At the end, go up the stairs and look for torches on the walls.
Open the door on the left, then look up to the top-right corner. There’s a higher route that turns this next bit into a playground instead of a headache. Climb up and slip through the opening.
From this vantage, you can perform your first air stab on the unsuspecting guard below. Drop straight onto him, then quickly eliminate the second guard before he finishes his surprised voice line. Pull the lever to open the way forward, then head up the stairs on the right.
From the balcony, jump onto the plank on the right, then double-jump to the small opening on the left. In the next room, drop onto the carpet to muffle your landing. There’s a sleeping guard and another on patrol:
Steal the relic from the table. A guard comes in afterward; be ready in the shadows next to the door for a quiet takedown. Go up the stairs to find a guard blocking your exit – this is where the game expects you to use a bolt for a silent ranged kill. Take him out, exit, and grab the Amber flash.
Use Invisibility from the Amber flash to safely drop down past watching eyes, then take the left-hand path to the exit marker. This completes Helledryn’s mission and drops you into the real “A Way through the Wall” sequence.

Back outside, the tavern is now off to your left. The direct ground route is messy, so stick to the vertical path:
Drop down the stairs and jump over to the house across the gap. Inside, your goal is to stay under tables and in low cover rather than trying to outpace patrols. Go downstairs, crawl under the table, and use it as moving cover to reach the far side of the house and out to the dock area.
At the docks, hide behind the stacked logs on the right. There are a lot of guards here, but there’s also a very clean bypass:
This brings you into the tavern basement, which is where the real fun starts.
In the basement, take out the first guard on your left and hide his body in the chest behind him. This keeps the patrol from stumbling over him later.
A second guard patrols on the right. You can either:
Either way, move fast but don’t stand upright in the open. Use the tables to get near the stairs and then head up. At the top, pull the lever near the large cask to progress the scenario.
Turn around; you’ll hear the innkeeper. On the left of the stairs going up, some thugs are harassing dwarves and searching for Irving. This is your first big environmental kill opportunity:
Once that’s done, go under the stairs and out the other side. Stay under the tables with casks on top; as long as you keep moving from table to table, the lone guard in the back won’t spot you. On the far side, slip out through the window onto a narrow ledge.
On the ledge, move left to reach a balcony. You can see a guard leaning against a cupboard through the window. Enter, then take the door on the right and go up the stairs.
At the top, you’ll spot another guard patrolling across the far side of the hall. Turn left and hide inside the barrel. When he walks past you:

Go around the corner to the right and enter through another window. Sneak past the sleeping guard without touching furniture, then check the next room. Two guards are chatting; hug the wall and slip by into the balcony beyond.
From this balcony, go right and double-jump to the hanging platform. There’s a door to the right and some boxes you can climb to reach an upper ledge. Up there, a guard is sleeping; pickpocket another lockpick off him, then circle around and head down the stairs.
Use the bedroom window to get back outside. Climb the wall, pass the chimney, and you’ll emerge in the open dining area of the tavern roof. On your left is the balloon station you’ll use later.
From the balloon station, head left and up the broken stairs. The guards here can easily spot you if you rush, so slow down and watch their routes.
Here you’ll see a glowing chain holding the zeppelin in place. Approach the lock at the base of that chain to trigger a cutscene with Irving and the Quartz-locked airship. When control returns, your objective shifts to reaching the Chest Room to free Jasper, the engineer who can open the lock.
From the zeppelin lock, look to the left for a path leading toward the Chest Room. Inside, go up the stairs on the right, past the fancy mine cart, then up the longer staircase.
You’ll emerge on a walkway overlooking a small courtyard with two guards. Don’t rush down there. This spot is perfect for a stylish environmental double kill:
Behind you are two more guards: one stationary, one patrolling. Let the patrol walk away from the stationary guard, then:
With the area clear, go through the door to the left of the cupboards. Loot everything you can – you’ll soon be crafting more tools – then interact with the large chest to trigger the cutscene that introduces Jasper. He’ll open the zeppelin’s Quartz lock and become your escort target.
At this point, the game gives you two options:
I strongly recommend the bell diversion. It keeps the escort phase much calmer and avoids messy open fights.
To trigger the diversion from the Chest Room:
There’s a guard near the bell tower door. You can either peek through the keyhole and wait for him to move, or climb to the upper level and drop through the ceiling like before for a stealth takedown. Once inside, pull the lever to ring the bell and create your distraction.

Now head back down to the Chest Room and talk to Jasper. With the diversion active, the route back to the zeppelin is much safer.
Escort missions in stealth games can be a nightmare, but this one is manageable if you’ve cleared properly and used the bell. When Jasper starts moving:
Follow Jasper back to the zeppelin lock. He’ll unlock the Quartz mechanism and trigger a cutscene with Irving and Helledryn. When control returns, your upgrade tree is finally available.
I put my first talent point into improving my stealth tools (Amber and invisibility) rather than raw combat. That choice paid off immediately in the next section: the Airstation clear.
To finish the chapter, you need to secure the Airstation by eliminating 7 enemies. From the zeppelin deck, climb the rope on the left-front side of the ship and jump across to the Airstation platform.
There’s a workbench where you can craft a lockpick if you don’t have one. Make one, then open the door on the left. Inside:
From this vantage you can see a big armored enemy patrolling below. You have three good options:
You can’t move this body, so if you want it gone, bring acid to dissolve it. Between the door guard and this big enemy, you should now be at 2 of 7 kills.
Around the corner to the left you’ll see four more enemies clustered in the lower area, with a blacksmith working nearby. Use the small grilled-off pathway above to stay hidden and plan your approach.
That sequence – door guard, big enemy, lone patrol, back-turned guard, two-man patrol, blacksmith – gives you the required 7 enemies without triggering a gong of alarms. Once you’re satisfied the area is clear, pull the bridge lever to extend the bridge and watch the final cutscene for the chapter.
Once the Airstation is secured, “A Way through the Wall” is complete. You’ve:
From here on, the levels get larger and your tools get nastier, but the habits you build in this mission – check every keyhole, kill from advantage, hide everything, and use the environment – will carry you for the rest of Styx: Blades of Greed. If I could push through this chapter cleanly after all my false starts, you absolutely can too.
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