
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…
“A Way through the Wall” is Act 1’s long one, and it is where most players decide whether they like Styx: Blades of Greed or not. It asks you to rescue dwarf captain Irving, free the engineer Jasper, and secure the Airstation with seven silent kills — across cramped interiors, overlapping patrols and your first escort. The route below does all of it without ever tripping an alarm. Budget 40–60 minutes on a careful first run; half that once you know the timings.
The single habit that fixes this mission: kill lights before you kill people. Almost every failed run in this chapter starts with someone trying to stealth a fully lit room.
Yes. Styx: Blades of Greed released on 19 February 2026 and has received at least one substantial post-launch patch on PC, with console versions following. Crucially for a walkthrough, no patch has changed enemy placement, patrol routes or guard counts. Cyanide’s notes list no re-tuning of stealth detection, perception cones or patrol logic. The changes are corrective, not a redesign.
Two fixes in that patch land directly on this mission and are worth knowing about:
The same patch fixed a stack of Clone Throw problems — it can now be reactivated after eliminating an AI from a chest, no longer lingers near wardrobes, returns properly to the ability wheel including with the Harmful Clone upgrade — and made Clone Decoy correctly reset enemy alert states, so enemies actually de-aggro when they should. If you are replaying on a patched build, decoy play is meaningfully more reliable than it was in February. Save-file corruption fixes and Intel 13th/14th-gen stability fixes shipped alongside.
Steam does not expose a human-readable version string for the game; the last recorded depot change was mid-May 2026. If you are on a current build, everything below applies.
Head right from Helledryn and drop down the rope. The game is quietly testing whether you understand vision cones and darkness, so build the habit now:
The next corridor has a locked door you cannot open yet. Check the keyhole anyway — make it muscle memory. With no lockpick, use the small opening in the bottom right to crawl through, and extinguish torches as you go.
You will reach a room full of miners. This is where the game formally teaches stealth kills. Do not walk at them.
Lock in the loop now: observe → isolate → kill → hide. Skipping the hide step here is what turns a quiet section into a full alert cascade three rooms later.
Continue forward, checking keyholes. Down the stairs, duck behind the barrel at the bottom. When the miner approaches, let him close, take him from cover, drag him back into shadow, then take the opening on the left rather than the obvious route ahead.
Exiting that side route, hide behind the three barrels. This is where you learn to roll between covers: time your roll to the low-wall guard’s turn, slip behind him, take him out, vault the wall and eliminate the second.
Head left, vault the low walls behind the workers, and roll cover to cover past the next guard. Up the stairs, look for wall torches.
Open the door on the left, then look to the top-right corner. There is a higher route that turns the next section from a headache into a playground. Climb up and slip through.
From there, take your first air stab on the guard below, then finish the second before his surprise line ends. Pull the lever, head up the stairs on the right.
From the balcony, jump to the plank on the right, then double-jump to the small opening on the left. Drop onto the carpet to muffle your landing. One sleeping guard, one patrolling:
Steal the relic from the table. A guard walks in afterwards; wait in the shadow beside the door. Up the stairs, a guard blocks the exit — this is the game’s cue to use a bolt. Take him, exit, grab the Amber flash, use Invisibility to drop past watching eyes, and take the left path to the exit marker. Helledryn’s mission is done and the real “A Way through the Wall” begins.
The tavern is off to your left. The ground route is messy; go vertical.
Drop down the stairs and cross to the house. Inside, stay under tables and in low cover instead of trying to outpace patrols — downstairs, crawl under the table and use it as moving cover to reach the dock side.
At the docks, hide behind the stacked logs on the right. There are a lot of guards, and a very clean bypass:
That drops you into the tavern basement.
Take the first guard on your left and hide his body in the chest behind him. A second patrols on the right — kill and drag into shadow, or sneak past using the tables as low cover. Either works; just do not stand upright in the open.
Reach the stairs, head up, and pull the lever near the large cask to progress. Turn around: thugs are harassing dwarves and hunting Irving. First big environmental kill:
Go under the stairs and out the far side. Stay under the cask-topped tables, moving table to table so the lone guard at the back never spots you, then slip out through the window onto a narrow ledge.
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Move left along the ledge to a balcony. A guard leans against a cupboard inside. Enter, take the right-hand door, up the stairs.
At the top another guard patrols the far side of the hall. Turn left and hide inside the barrel. When he passes:
Round the corner right and enter another window. Slip past the sleeping guard without touching furniture. Two guards chat in the next room — hug the wall and continue to the balcony.
From that balcony, go right and double-jump to the hanging platform. Climb the boxes to the upper ledge, pickpocket a second lockpick from the sleeping guard there, circle round and take the stairs down.
Out the bedroom window, climb the wall, pass the chimney, and you emerge in the open dining area of the tavern roof. The balloon station on your left matters later.
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From the balloon station, head left and up the broken stairs. Rushing here gets you seen; watch the routes.
A glowing chain holds the zeppelin. Approach the lock at its base to trigger the cutscene with Irving and the Quartz-locked airship. Your objective becomes the Chest Room and Jasper, the engineer who can open the lock.
From the zeppelin lock, take the path left toward the Chest Room. Up the stairs on the right, past the fancy mine cart, then up the longer staircase.
You emerge on a walkway over a courtyard with two guards. Do not go down.
Two more behind you — one stationary, one patrolling. Let the patrol walk away, kill the stationary guard, hide him near the cupboards, then take the patroller when he returns to your right and hide him in the same place.
Go through the door left of the cupboards, loot everything (you will be crafting soon), and interact with the large chest to meet Jasper. He opens the zeppelin’s Quartz lock and becomes your escort.
The game now offers two paths: clear all eight enemies in the area, or ring the bell as a diversion. For a pure stealth run, take the bell every time — it makes the escort dramatically calmer and avoids an open brawl you have no business winning.
From the Chest Room:
A guard stands near the bell tower door. Peek through the keyhole and wait for him to move, or climb up and drop through the ceiling for the takedown. Inside, pull the lever to ring the bell.
Now head back to the Chest Room and talk to Jasper. With the diversion running, the route back is a different mission.
Escorts in stealth games are usually miserable. This one is fine if you used the bell.
Follow Jasper to the zeppelin lock. He opens the Quartz mechanism, a cutscene fires with Irving and Helledryn, and your upgrade tree unlocks.
Put your first point into stealth tools — Amber and invisibility — rather than combat. It pays off immediately in the Airstation clear, and combat upgrades in this game reward a playstyle the mission design is actively punishing.
To close the chapter you need seven eliminations. From the zeppelin deck, climb the rope on the left-front of the ship and jump to the Airstation platform.
There is a workbench for crafting a lockpick if you are out. Make one, open the door on the left:
From there you can see a big armoured enemy patrolling below. Three options:
You cannot move this body; bring acid if you want it gone. You are now at 2 of 7.
Round the corner left, four more cluster in the lower area with a blacksmith nearby. Use the small grilled-off pathway above to plan.
Door guard, big enemy, lone patrol, back-turned guard, two-man patrol, blacksmith — that is your seven without a single alarm. Pull the bridge lever to extend the bridge and watch the closing cutscene.
Not entirely. The Airstation objective explicitly requires seven eliminations. Everything before it can be done without killing, but the chapter will not close until the Airstation is cleared.
Ring the bell. The fight is winnable and consistently costs more than it gives, especially before the upgrade tree unlocks.
That was a launch bug in the Quartz compass Malfunction level and it has been patched — the hook is now restored after death or reload. Update the game.
Also a known launch bug, also fixed. On a patched build, reaching the Gang building Quartz fires the cinematic correctly.
Stealth tools. Amber and invisibility carry the rest of Act 1 far better than any combat node.
Finishing the Airstation completes “A Way through the Wall”. You have rescued Irving, freed Jasper and opened your upgrade tree, and more importantly you have built the four habits the rest of the game assumes: check every keyhole, kill from advantage, hide everything, use the environment. The levels get larger from here and your tools get nastier, but the loop does not change.
If you want the wider picture on how the game holds up, we have 20 hours with Styx: Blades of Greed — killer stealth versus old-school jank and why it snuck up on us as the best pure stealth game in years. Everything else on the game lives on the Styx: Blades of Greed hub, and if you are curious where Cyanide goes next, there is their Dracula game and the riskier genre bet behind it.