Rogue Legacy 2 Beginner Guide: Heirloom Order and Biome Progression
Where to obtain the air dash, Resonant Spin Kicks, double jump and Void Dash, and how to enter each biome. Covers permanent upgrades, preparation for Lamech and boss tactics for six biomes.
Scope: PC version 1.2.2, normal bosses on a first playthrough of the main game. Sources were checked for the post-Swan Song version. Prime bosses, True Rogue and conditions altered through House Rules are outside this guide's scope.
Rules checked: October 4, 2026
When you cannot reach a location, check your Heirlooms before continuing to grind levels. Support the next heir with permanent castle upgrades, and distinguish runs for finding Heirlooms from runs for practicing bosses.
22 / 22 entries
Spend your gold at the hub before setting out
Entering the castle again with unspent gold means paying Charon. Check which permanent upgrades you can buy first.
- When you return, compare castle expansion, equipment at the Blacksmith and Runes. For your next class, identify whether you need more HP, better damage from your main attack or greater equipment weight capacity.
- Newly crafted equipment cannot be used if it exceeds your weight limit. Check both its crafting cost and whether you can carry its weight.
- Choose an heir after checking their weapon, Talent and Spell. Even if a Trait grants bonus gold, do not force yourself to take it if its control or visibility restrictions prevent progress.
- Prioritize unexplored rooms on Heirloom runs, and use unlocked teleport destinations on boss practice runs. Obtained Heirlooms persist when your heir changes.
- Consider having the Architect lock the layout if you want to practice the same route repeatedly. There is a gold penalty, so distinguish these attempts from gold-farming runs.
Heirlooms needed to progress
Randomly generated locations cannot be assigned a guaranteed position on the left or right. Use distinctive room features and fixed entrances to find your way.
Wide tables scroll horizontally.
| Heirloom | Where to obtain it | What it enables |
|---|---|---|
| Ananke’s Shawl | An Heirloom room in Citadel Agartha. Complete the trial. | Air dash. Used on the platforms leading toward Axis Mundi. |
| Aesop’s Tome | An Heirloom room in Citadel Agartha with memories and lanterns | Read memories and calm Nightmares. Disables obstacles that react to attacks. |
| Echo’s Boots | The tower at the entrance to Axis Mundi. Spin Kick the lanterns to climb. | Spin Kicks refresh your air dash and let you bounce off Resonant objects. |
| Aether’s Wings | An Heirloom room beyond a long stretch of deep water in Kerguelen Plateau | An extra jump in midair, used to reach high platforms. |
| Pallas’ Void Bell | An Heirloom room in Stygian Study with candles and glowing platforms | Void Dash. A longer dash that passes through Void doors and projectiles. |
| Theia’s Sun Lantern | The Nameless Knight at the entrance to Pishon Dry Lake after defeating Irad | Visibility in the dark lake. Received through conversation rather than an Heirloom trial. |
No rows in this table match. Shorten the search or clear it to restore every row.
The order in which you find Ananke's Shawl and Aesop's Tome depends on the generated castle. You do not need to obtain every Heirloom in the same run.
Biome and boss progression order
Reaching an entrance does not mean you can clear the obstacles beyond it without the required Heirloom. Acquire exploration abilities and unlock teleport destinations first.
Wide tables scroll horizontally.
| Biome | Exploration goal | Boss |
|---|---|---|
| Citadel Agartha | Obtain the air dash and the ability to read memories. Use the lanterns at the boss door. | Estuary Lamech |
| Axis Mundi | Obtain Echo's Boots in the entrance tower and cross the Resonant platforms. | Void Beasts Byarr and Halpharr |
| Kerguelen Plateau | Obtain the double jump from the Heirloom beyond the water. | Estuary Naamah |
| Stygian Study | Obtain Void Dash and pass through Void obstacles. | Estuary Enoch |
| Sun Tower | Climb by combining Spin Kicks with dash refreshes. | Estuary Irad |
| Pishon Dry Lake | Receive the lantern after defeating Irad, then explore the darkness. | Estuary Tubal |
No rows in this table match. Shorten the search or clear it to restore every row.
Controls to practice before Lamech
The first boss is an opportunity to practice recognizing attack tells before dodging. Avoid turning the fight into a race to deal damage while taking hits.
- At the boss door, check that you can light the left and right lanterns in succession using the air dash and Spin Kick.
- Distinguish his sword-swing stance from attacks that close the distance, such as spear attacks and charges. Check where the attack ends before approaching.
- Prioritize dodging during successive blade or projectile attacks. Counterattack between shots or after a major attack ends.
- Even when his attacks change as his HP falls, avoid repeatedly attacking at close range. Use the surrounding terrain to help deal with homing projectiles.
- After a loss, choose one tell that led to a hit and observe it on your next run. If you use the Architect, check the reduced-gold conditions before locking the layout.
Responses to learn for the next bosses
This table summarizes boss features on a first playthrough. Prime versions change attack and summon conditions, so do not treat the same table as a complete walkthrough for them.
Wide tables scroll horizontally.
| Boss | Common difficulty | Response |
|---|---|---|
| Byarr/Halpharr | More opponents join partway through, and projectiles overlap from different directions. | Track ground impact warnings and flying bones separately. Check both positions before counterattacking. |
| Naamah | Homing Resonant projectiles linger in the arena. | Clear dangerous projectiles with Spin Kicks before attacking the boss. Calm the Nightmares first too. |
| Enoch | Another form appears after you think you have defeated the boss. | Keep control during the apparent defeat sequence and stay ready to avoid the giant mimic's movement. |
| Irad | Projectiles come from several eyes. | Move away from explosion warnings around the eyes, and use Void Dash to pass through Void rings. |
| Tubal | Summoned enemies occupy platforms and block your escape routes. | Avoid clinging to summons while they are invulnerable. Thin them out when you can damage them to create an escape route. |
No rows in this table match. Shorten the search or clear it to restore every row.
Identify what is blocking your progress
Before charging into the same obstacle again, establish whether the problem is combat, movement abilities or equipment.
Wide tables scroll horizontally.
| Problem | What to check | Goal for the next run |
|---|---|---|
| You cannot cross a wide gap. | Echo's Boots and air-dash refreshes | Complete the Heirloom tower first. |
| You cannot reach a high platform. | The extra jump from Aether's Wings | Look for the Plateau's Heirloom. |
| You cannot pass through black doors or Void projectiles. | Whether you have Pallas' Void Bell | Complete the trial in the Study. |
| Dry Lake is too dark. | Defeating Irad and speaking to the Knight at the entrance | Progress through Sun Tower first. |
| You have gained levels but still take just as many hits. | Enemy tells, equipment weight and evasive controls | Switch to a practice run focused on learning one tell. |
No rows in this table match. Shorten the search or clear it to restore every row.
FAQ
Do I need to obtain an Heirloom again if its heir dies?
Obtained Heirlooms remain available to the next heir. Distinguish this from dying before completing the Heirloom's trial.
Can I pass through a biome once I reach its displayed level?
Levels alone cannot get you past obstacles that require movement abilities. Check the Heirloom needed for the entrance, such as double jump or Void Dash.
Can I use this table for Prime bosses in NG+ too?
This guide covers normal bosses on a first playthrough. Prepare separate tactics for Prime bosses rather than assuming their attack conditions match the normal fights.