BLACK SOULSSpoiler-controlled player guide

BLACK SOULS II Walkthrough — First Cycle Route, Missables & White Door

First-cycle BLACK SOULS II walkthrough: Library Dream, Rabbit Hole, Lutwidge, Park of Fog, then the white door to Alice End. Missables, SEN-0 prep, and what belongs to later cycles.

Game
BLACK SOULS II
Guide Type
Walkthrough
Difficulty
Medium
Spoiler Level
Moderate
Last Reviewed
2026-08-26

Two jobs, two pages:

  • This page is the first-cycle route through Wonderland to Alice End (A).
  • Boss Order is the numbered boss list. Map is the area flowchart (shortcuts, one-ways, DLC). Use them together.

Two routes:

  • Main Story Route — light bonefires, survive Lutwidge, open the white door at 10 torches, defeat Dinah, stay with Alice.
  • 100% / All Missables Route — same spine plus SEN-0 memories, Red Hood’s ten meetings, Leaf’s Queensland ring, Vernai, Griffy, Gerda/Kai. That prep is for F/G on the next cycle, not for A.

Steam percentages mark how far the playerbase got. They are not ending triggers. Exact flags live on the endings page.

Official first-cycle media

BLACK SOULS II party gathered around a bonefire in a dark field
A spoiler-light party and checkpoint scene from the official store gallery.
Player approaching a large tree through a field of flowers in BLACK SOULS II
A spoiler-light Wonderland exploration scene.

Area template — Library Dream → Rabbit Hole → Lutwidge

  1. Starting checkpoint — Library Dream (hub) and the first bonefire in Rabbit Hole (71.3% of players light it). Warp is always here.
  2. Required — Leave Crash Chamber (door three times). Cross Rabbit Hole into Lutwidge and light the town bonefire. Ketch is an optional living-state Nightmare, not a story gate.
  3. Optional but important — Learn Run like Dodo (53.2%). Play with the Cheshire Cat in the Park of Fog (52.8%). Talk to Vernai in Rabbit Hole before you forget he exists.
  4. NPC conversations — Node sleeping (Dreaming Rabbit, 48.9%). Red Hood on the bridge only at SEN 0. Mary Ann’s Leaf’s Ring event is later in Queensland, not Lutwidge.
  5. Missable warning — If Red Hood does not spawn on the Lutwidge stairs, drop SEN below 0 and reload before you walk on; the first meeting flags the rest of her bonfire ghost hunt. Kidnapper deaths dump you in the Slaughterhouse (one-way, has an exit).
  6. Important items — Leaf’s Ring is later in Queensland: advance Prickett’s route and leave Mary Ann (Leaf) peacefully in the sealed jail. The same ring supplies the achievement and F/G inventory flag.
  7. Recommended level/build — Keep enough sustain for the town killers; drop SEN on purpose only when you are hunting memories or Red Hood.
  8. Optional Nightmare — Return to Rabbit Hole’s red-door route while living / non-Hollow for Ketch the Executioner (50.9%). Defend his attack-buff into charged multi-hit sequence.
  9. Exits — Park of Fog, Upper Lutwidge, Mental Ward, Slaughterhouse (by dying).
  10. Checklist before leaving town — Bonefires lit. Dodo run learned. Cat found. Vernai spoken to. Red Hood flagged if you want F/G later. Then open the map for Upper Lutwidge / Ox Ward / Tea Party.

Before anything else

  • Light the first bone fire (71.3% of players’ first act). Bone fires are your checkpoints; learn the rhythm immediately.
  • Learn “Run like Dodo” from Dodo (53.2%). Mobility is the early game’s best defense — over half of all players pick this up, and the half that doesn’t wishes it had.
  • Read the SEN System guide or at minimum: sanity is a resource; horror drains it; low SEN changes what you see and how the world treats you.

Phase 1 — The Park of Fog and Lutwidge Town (44–53%)

Wonderland opens gently, by its standards:

  • Play with the Cheshire Cat in the Park of Fog (“Tomfoolery”, 52.8%) — he is the game’s sideways hint system, worth revisiting whenever you’re stuck.
  • Ketch the Executioner (50.9%) is an optional early Nightmare in Rabbit Hole. The living / non-Hollow state triggers his red-door invasion; the Butcher Greataxe is the reward.
  • Find sleeping Node (“Dreaming Rabbit”, 48.9%).
  • Meet Red Hood in Lutwidge Town (“Old Friend”, 44.5%) — the series’ most direct callback, and an early emotional anchor if you played the first game.
  • Early Fairy Tales start appearing: [Rascal] (48.8%), [Iron Hans] (45.8%), [The Ugly Duckling] (45.4%). Pick up what crosses your path; don’t detour hard yet.
  • One warning: losing to a Kidnapper ships you to the Slaughterhouse (“Fresh Meat”, 44.8%). It’s a real place with a real exit — some players go on purpose.

Phase 2 — The Town Bosses (37–44%)

A dense band of named human monsters — Wonderland’s serial-killer gallery, most drawn from real Victorian and criminal history:

Boss Defeated by
Monster Butler Archibald 44.6%
Cotton the Witch 44.2%
Hollow Soldier Christie 44.0%
Angel Manufacturer Amelia 43.6%
Cannibal Sawney Bean 41.2%
Fleeing Knight Jim 41.0%
Wainwright the Sinful 40.9%
Dark Doctor Harold 38.8%
Fist Duelist Byron 38.1%
Corpse Thief Hare & Corpse Carrier Burke 37.9%
Frederick of Fear 37.7%
Franklin Bollvolt I 37.7%
Sadistic Mistress Brownrigg 37.5%

Along the way: deliver the Queen’s Tarts to Lorina (“Royal Dessert”, 38.2%). Leaf’s Ring comes later from Mary Ann (Leaf) in Queensland’s sealed jail; that single handover supplies both “Never lose it, okay?” (37.2%) and the F/G inventory flag.

Phase 3 — Deeper Wonderland (28–37%)

  • Barber Todd (36.2%), Captain Kidd (34.4%), Acid Practitioner Haigh (34.3%), Killer Clown Gacy (34.1%), Teacup Poisoner Graham (32.9%), Blackbeard Edward (29.4%), the Whale Beast (28.2% — boss guide)
  • Feed souls to Humpty Dumpty for the Chick’s birth (“A Christmas Miracle”, 34.8%)
  • Optional dark events accumulate: the Duchess in the Walrus’ Dwelling (26.4%), the Serpent God’s curse (25.3%), even visiting the Moon (“Nuclear Chaos”, 24%)
  • Questlines are now live and failable: Griffy (Turtle Soup), Vernai (Moonlight Greatsword), Chikerost, Gerda and Kai. The missables guide lists their failure points.

Phase 4 — First credits and beyond (under 28%)

Ride the white door to the Alice End (A) (39.1%) — the intended first conclusion. Save in Library Dream before the door. After credits, start New Game+ (“Encore!”, 41.2%).

  • Same door, other letters, one per cycle: C Catastrophe (lose to Dinah, 35.3%), D Death (Kill at SEN > 0, 29.0%), E Exclusion (Kill at SEN ≤ 0, 29.0%).
  • B Born (22%) is not the door — nine Covenant Lv3 partners, then Node.
  • Hidden next cycle: F Fairy (Leaf) and G Good (Red Hood), then H after G.
  • The rare bosses: Repulsive Hindley (23.8%), Mad Devil Hyde (18.1% — boss guide), and the Prince of Fear (16.5% — boss guide), the rarest kill in the game
  • The full Fairy Tale collection, ending with every book set in the Library’s shelf (“Sweet dreams”, 15.3%)

The complete ending matrix is in the endings guide, and the Route Planner turns all of the above into checklists.

What to do next

Frequently Asked Questions

How long is BLACK SOULS II?

A first playthrough to the Alice End typically runs 20–30 hours. Seeing all 8 endings and completing the Fairy Tale collection takes multiple New Game+ cycles.

Do I need to play BLACK SOULS first?

The game is playable standalone, but it constantly references the first game — Red Hood returns, Mary Ann hands you Leaf's Ring, and several late reveals assume you know the Lost Empire. Play BLACK SOULS first if you can.

What should my first ending be in BLACK SOULS II?

The Alice End — it's the most-completed conclusion (39.1% of players) and the intended first-cycle finish.