Assassin's Creed Odyssey
Assassin’s Creed Odyssey Full Walkthrough: Land of the Lawless
Odyssey’s protagonist goes to Korinthia to find Anthousa and learn something about his mother
At Perikles symposium, the main character of Assassin’s Creed Odyssey got three clues on the possible location of his mother. Alkibiades advised the protagonist to find a hetaera named Anthousa, who knows about anyone who enters and leaves Korinth, which is located in the Korinthia region, nearby Attika.
To Find a Girl
Go to Korinth – if you go by the sea, the easiest way to it lies from Megaris; the shortest way over land lies through Argolis – and find the Porneion quarter which is marked by the quest indicator. There, you need to find information about the whereabouts of the hetaera (a woman leading a free lifestyle – author) named Anthousa.
Talk to the girl who is located to the east of Aphrodite statue in the center of the quarter (another landmark is the pink carpet with the image of Pegasus that lies on the ground). She will tell you that you need to search for Anthousa near Akrokorinth, or near Akropolis of Korinth, where hetaerae are ‘’keeping Aphrodite’s worshippers satisfied’’.
Do not forget to synchronize a view point at the top of the Aphrodite temple on the way to the specified place. From the same roof, you can see several thieves that are threatening ordinary people. If you have a good bow, you can shoot the attackers from a high point.
Once you are done with the first three thugs, the next trio will run out of the corner of the temple. Jump at one of the enemies’ heads if you are still hanging around the roof or just engage in the fight. The opponents have minimal armor, so they won’t be able to provide any significant resistance to you.
At the end of the fight, talk to the victims of bandit attack to learn about a local criminal authority nicknamed Monger, who wants to get hetaerae cash. This is not the last time you will hear about this individual, but for now you have more pressing tasks – for example, to find Anthousa.
According to a local citizen, hetaerae meet their clients near the Spring of Peirene, down the mountain. Follow to the place marked by the quest indicator and you will find Anthousa. The heroes won’t have the time to talk because Phoibe will rush at the scene – she is in Korinthia on behalf of Aspasia.
The girl is not going away (don’t waste your time trying to get rid of her), so you will all just move to a room that is closed from prying eyes. Anthousa has information about Myrrine, but she is not going to share anything with you ahead of time (nothing new here) – the hetaera and Korinth need a hero.
Anthousa wants the player to eliminate Monger. Before he can get to this task, Alexios/Kassandra needs to complete three additional missions – help two hetaerae (Damalis and Erinna) and destroy the goods at Monger’s criminal warehouse. Having collected the tasks to your log, you’ll complete this mission.
To Help a Girl
The way to Damalis (one of the hetaerae who needs help) is the shortest, so we will start freeing the town from Monger by helping her out. Her regular customer has changed a lot lately and started to ask unusual questions – for example, about money.
Phoibe will wait for you at the house you need – she wants to help Damalis to investigate the client and needs to find evidence. Listen carefully to what the girl says if you do not want to turn this mission into a bloodbath.
Ultimately, Alexios/Kassandra will decide to use Phoibe as a spy – the girl will quietly sneak into the building and will search it while you speak with the client. In order for everything to go smoothly, choose the following options in the dialogue with the man:
- ‘’You have a meeting at Phaia’s pig farm’’.
- ‘’You’re getting a deed to some land’’.
- ‘’You’re meeting Deinomenes’’.
If you choose the wrong option, the fight will become unavoidable – guards will come, and you will have to kill everyone including Damalis’ client. If the man survives the conversation with you, he will promise not to haunt the hetaera – he was forced to do it by bandits led by Monger.
At the end of the scene, inspect the things that Phoibe has stolen – a strange kind of poker, a purse and a letter. The text of the letter refers to a mysterious place where Damalis should have been taken. If the conversation with the client went smoothly, the girl will also steal a rare sword – specially for you.
Go to the mysterious house – it is guarded. There are only four guards, but they are all located in the place that you need to examine. Arrange a fight or stealthily eliminate your opponents– use surprise attacks, Devastating Shot skill and a good bow.
The entrance to the mysterious room is blocked by vases – smash them and sneak into the newly formed hole. Inside, the hero will find a room for comfort – there’s no need to explain what is typically going on in such a place – that is literally filled with clues on the purpose of the place:
- Oil with chains on the floor;
- A strand of hair on the bedside table;
- Casts of faces and body parts on the wall.
When all the evidence is collected, Phoibe, which is found during the attempt to penetrate the house, will be dragged into the room by an aggressive-looking man with a hood, who will explain that the room is the work of Monger. Bandits don’t like strangers, so you will have to kill the thug at the end of the conversation.
Go back to Damalis – she moved to the market square – and scold the guilty Phoibe. Tell the hetaera about what you have seen to complete the mission.
Follow That Boat
The second hetaera in need of help, Erinna, waits for Alexios near the place where the quest To Help A Girl is completed, at Korinth’s market square. From the conversation with the girl, you will learn that her friend did not come for a prayer this morning. Klio (that’s the name of the missing girl) is not at home, and one of the clients saw her going to the port in a company of armed men.
Get on the horse and follow Erinna – do not forget that you can set Phobos on an ‘’autopilot’’. The vessel that you need goes under pirate’s black sails and will be marked by a quest indicator. Your task is to set Klio free without sinking the trireme. This can only be done by boarding.
Board Adrestia – the ship will be in the port even if you did not sail through it – and move in the direction of the kidnappers. Shoot and ram the enemy trireme until she loses ‘’health’’ completely, and then jump onto its deck and kill the pirates.
There are plenty of enemies on board the enemy ship, so, in order to speed up the process, use Spartan Kick to throw overboard the most dangerous opponents like captains. When all pirates are dead or thrown in the water, Klio will enter the deck.
From the conversation with the girl, you will learn that she was not kidnapped and that she hired pirates to travel to Mykonos in attempt to hide from the Monger. You may return her to Korinth against her will or help her reach the place of her destination. A separate side quest is devoted to the second scenario.
Having decided the fate of Klio, return to Erinna – she will wait for the hero on the same pier where you’ve last seen her. As a reward for this quest, you will get experience points, a couple hundred drachmas and a rare bow.
Port of Lawlessness
The above-mentioned Monger’s warehouse is located in the area of the Port of Lechaion. There are plenty of enemies out there, so we advise to call Icaros and mark all bandits in order to not lose sight of them before you enter the guarded territory.
Although the warehouse is guarded by thugs from all sides along the perimeter, there won’t be a single enemy inside. Kill the guard at the main gates and then quickly hide in the grass near the building. Eliminate the bandit at the locked doors and again hide in the grass.
Without leaving the stealth mode, go around the building counterclockwise and climb inside through the window. Once in the warehouse, release the prisoners on the first and second floors as soon everything will be set on fire.
Collect all the jewels from the floor and reach out for the bow or the torch – it’s high time to burn Monger’s goods. Alexios/Kassandra is interested in bags with supplies – red jugs stand near them. When you shoot it with a fire arrow or a torch, it will be immediately set on fire and the whole stack will burn.
Go around the room and burn the four sets of bags; the fifth one will be on the second floor next to the place where you released a prisoner. When the building starts burning, a courageous Spartan will come to help, wiping out the whole warehouse together with the misthios before going out of the building.
Once on the street, defeat Monger’s men in tandem with your ‘’savior’’. To not be afraid to hit the brave warrior in battle – there’s no friendly fire in such moments – so hit left and right, adding poison or fire to speed up the process.
At the end of the fight, the Spartan will finally introduce himself. His name is Brasidas and, just like Anthousa, he wants to put an end to Monger’s rule. Unlike the Korinthian hetaera, he wants to do it quietly rather than publicly. Brasidas hopes to lure the thug into the sacred cave and deal with him there.
You do not need to determine the place of Monger’s death right now, but soon you’ll have to make this decision. After the hero tells Brasidas to whom of the Spartan commanders he is a son/daughter, the mission will come to and end and you will get a couple hundred drachmas and a rare belt.
Having completed the three quests given by Anthousa, come to her house where you will have to decide how to deal with Monger – lure him into the theater on the advice of hetaera or in the cave as Brasidas insisted. The scenario of the Spartan will give additional options in the future, but we will analyze both cases.
In either case, Monger will come to the last battle accompanied by two friends: armored cultists (theater) or ordinary bandits (cave). Right before the fight, the thug will tell you that he knows Myrrine and is a member of Kosmos Cult – another reason to kill him.
As you can guess, simple street thugs are much weaker than their well-equipped colleagues. Therefore, if you want to simplify the completion of this mission, choose the option with the cave but note that there are few light sources under the ground, so you will have to fight in the dark.
There is no difference in battle tactics in both cases. First, deal with ordinary enemies to clear the arena from ‘’foreign objects’’. Keep the boss in sight or you risk missing one of his attacks that you cannot parry.
Once you are one on one with Monger, you can concentrate on parrying and using the available space to your benefit. A timely parried attack will provide you a few seconds for a counterattack, while the size of the arena allows you to use your bow and the Devastating Shot skill.
The above-mentioned scenarios have a little difference in the ending, so will analyze them separately. In the ‘’theater’’ final you can finish off the Monger by yourself or allow hetaeras to do this job. If you leave him to hetaeras, nothing (literally) will remain of the most dangerous criminal of Korinthia – except for a hand.
In the case of the ‘’cave’’ final, Anthousa will come to see the defeated Monger and will demand that he is taken to the theater. We have already analyzed what will happen to Monger in the theater. If you refuse, the hero will simply cut the villain’s throat. This option is preferable as it will not impact your relationship with the hetaera and will open new options in the upcoming chapters.
Whatever the death of Monger, you have completed your part of the deal with Anthousa – you helped to eliminate the bandit. At her home, the hetaera will finally tell you what she knows about Myrrine: she stayed in Korinth for some time, won a ship playing dice and sailed away. The ship is called Siren Song.
At the end of the cutscene, you will get the rewards due for the murder of a Kosmos Cult member (a clue on the identity of the sage, a legendary helmet and a fragment of an artefact), as well as five hundred drachmas and Monger’s people looks for Adrestia. Time to go back to Athens.