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Assassin's Creed Odyssey Judgement of Atlantis Choices and Ending guide

Let the curtain fall on your Assassin's Creed Odyssey with the best ending possible!

The final act of Assassin’s Creed Odyssey is here. With the Judgement of Atlantis DLC, our time in Ancient Greece is ending, so it’s more important than ever that you get the conclusion you want.

These are all of the choices I made through the Judgement of Atlantis to get what you’d most likely call the “good” ending. The very final outcome of events doesn’t change all that much, but there are plenty of character arcs and storylines that are affected by the decisions you make.

The path that I’m sending you on here isn’t absolute, but is the one where the most “good” characters live, and things are their most righteous. Where appropriate, I’ll give both sides of the story, so you can choose which you’d rather pick.

One more thing to keep in mind: you can accidentally access important story areas before they're relevant to your adventure, but still bear the negative consequences of interacting with them "wrongly". Don't explore the adamantine mines before you start the "More Adamantly" quest. You're supposed to move through this mine without being spotted, and if you enter and are seen before you do the quest, it's still counted as if you "failed" that quest. This can reportedly affect your ending, so try not to stray too far from the path.

Also beware, given the nature of this page there are spoilers aplenty throughout the entire thing. However, if it’s not necessary then I won’t go into too much detail.

Judgement of Atlantis Choices and Ending

To begin your final adventure, head over to Atlantis in the island of Thera and speak to Alethia.

During the length cutscenes at the beginning of the story, there are a couple of golden dialogue choices, but they don't have too much bearing on proceedings. I chose:

"I’m sorry about what happened," and "I’m up to the challenge."

Before you start with the main story, I'd recommend finding at least the Keeper's Insights of Atlantis, and possibly levelling up you Isu Knowledge level to three with caches and codexes as well (separate pages linked in this sentence). This way you can go through the entire storyline unimpeded.

Also in this DLC, you can collect a new set of Dikastes armour, which has a pretty cool Legendary Engraving. This is acquired in the Rightfully Yours quest, which we also have a full page on how to finish.

By doing these tasks first, you will also discover many of the fast-travel viewpoints around the city which come in handy later. However if you'd rather just jump into the main quest, you'll find the Doma of Atlas in the middle of the city's central ring.

Burden of Leadership Quest

This first quest is a bit of a frame for other tasks, so you don't complete its tasks linearly. For the dialogue choice, I said: "Happy to help."

The Atlantean Patient

You can find the Archon Azaes to the southeast of the Tower of Intuition viewpoint, in the inner ring of the city. He's in a little area behind some net curtains which can be a bit of a pain to find.

In the first dialogue option where you can agree to find the device or purge the sickness, pick either option - you'll have to go and find the device either way.

Go over to the nearby Consus Archive.

Inside, clear out the enemies, then move the block in the corner behind the blue screen.

Follow the passageway, then move a second block into a new hidden area.

Grab the glowing cloth from around the corner and return to Azaes.

Back at the clinic, without going into too much detail: Use the device, then keep using it.

Rebel Scum quest

Next you can find Ampheres on the outer Porimos Ring, just to the south of the Fortified Doma of Autochthonos.

In the first conversation, I said: "You must have your reasons," then, "No killing. I’ll destroy the supplies."

Go to the nearby quest marker and burn the supply crates. They're heavily guarded, so it's much easier to just run around and hit them with a torch than try and be stealthy.

However, it's really important that you don't kill any of the guards, otherwise it'll limit your options later. Make sure that you just run around and hit all of the boxes with your torch, then lose the guards in the surrounding area. (Thanks to Joel C for letting me know about this requirement.)

When you're done, report back to Ampheres. In the ensuing conversation, I said: "The humans are not a threat."

Crowd Pleaser quest

This one can get a bit dicey. To find Gadiros, head over to the east of Atlantis, where you'll see an arena.

In the first conversation, I said: "Distractions don’t solve problems."

When the fight begins, kill two of the weaker guards with arrows straight away so you don’t forget and fail the objective. Deal with the rest to move onto the next stage.

Now defeat Arena champion, then at the end you can you can choose to execute or show mercy - the same thing happens after both, so I chose mercy.

Next Gadrios pits you against defenceless criminals. You can either choose to execute them, or refuse and walk away. If you refuse, things go pretty badly, so I chose to deliver justice and execute the criminals.

This course of action placates both the crowd and Gadrios, and you can walk away without much more harm.

I chose to allow the games to continue.

Burden of Leadership part 2

Now report back to Atlas. This cutscene is one of the major turning points in the whole DLC, and has consequences later on.

As you enter the Doma, all of the Archons will be in chains on the floor regardless of how their quests resolve.

In the conversation, I said: "I’m the teacher here," and "Posiedon won’t approve."

This saves the lives of the Archons, who can be killed based on your answers.

In dreams quest

At this point, you have to start taking up the side quests around Atlantis to advance the story.

To start In Dreams, go to the quest marker and (non-)lethally take out the aggressors.

In the conversation, I said: "You’re very kind."

Afterwards, go to the crime scene and interact with the magnifying glasses. Talk to the witnesses, and when you talk to the man, choose either option.

With the evidence gathered, go and confront Lyra around the corner.

If you accuse her, she runs away and you need to find her. If you take her side, she leaves to find more evidence.

Either way, your next quest objective is in the same place. Once you arrive, engage the enemy that you find.

In the ensuing conversation, say "I would never jump". As well as "the real you didn't do it", if you accused her in the first instance.

This saves Lyra's life and completes the quest.

Lighten Up quest

This quest is more about puzzles than story, and takes a while. To start, go to the Garden of Triton, and help Neokles regenerate the plants.

In the first conversation, pick any option. You'll then be let loose.

From your vantage point, ;ook at beams going into central crystal. I recommend going in anti-clockwise order, which deals with the most difficult puzzles first.

1st beam puzzle

Looking down at the first beam, jump down and follow the beam inside the building.

Push the first block forwards out of the way to free the beam.

Next, smash the pots out of the way, then move 2nd block to deflect the beam onward.

Go around the corner and move the next set of blocks out of the way.

Now go out of the room and around the corner, then destroy the fence to complete the puzzle.

2nd beam puzzle

Moving around to the second puzzle in front of you, push the first block out of the way.

To do so, pull the larger block forward, then the smaller block across, then push the big block into the gap. Finally, pull the small one back to free the beam.

Now run around the corner and destroy the fence to finish the puzzle.

3rd beam puzzle

For this last puzzle, move around to the beam and push the block it's hitting off the ledge.

Jump down to meet it, then pull the block out of the way. Now smash the pots to free the beam, then follow it around the corner and destroy the fence to complete the puzzle.

Report back to Neokles and say "Maybe your theory is wrong" in the conversation. This triggers the next quest.

The Birds and the Bees quest

First, go into the marked control room.

Chase the intruder, but it doesn’t matter that you don’t catch them.

Follow them into the next room, head over to the left hand side, then look to your right for some pots.

Smash those pots, then move the block out of the way of the gap and slide under.

Now talk to the infiltrator.

In the conversation I said, "Must be worth a lot."

Enjoy the cheeky Vaas reference, then move onto the next choice.

You can either trust that the garden will sort itself out, or if you put the power source back then there are some comically unexpected results.

It looks like you can choose either here.

More Adamantly quest

You find this quest next to the Tower of Understanding in the northwest of the city underneath the bridge.

When it starts, follow Elpis and talk to her. You can choose the romance options if you want (Cute, then caught me off guard), but agree to help.

Go over to the Adamant Metallon, and try to get some raw adamant stealthy.

Getting in and out undetected is really hard, but can reportedly have a big effect on your ending depending on other choices you've made. I'd recommend saving now to give you an easy reload point. If you decide to go in loud it changes a conversation with Atlas later, which can still have the same result but introduces an element of unpredictability that is best avoided if at all possible!

From the hill in front of the mine, I managed to do it undetected by going around to the right along the walls, jumping across to the second floor.

Then dropping down and going through the door.

Follow the dark path, then climb down the ladder to the bottom of the shaft.

At the bottom, climb up to the right behind the guard.

Then slide under the gap.

While you're in here, you can kill people quietly and it’s fine but make sure no one else see's you. You know when you've been seen because the Eagle Bearer will say "s**t! Hope Atlas doesn't find out". You’ll need to take out a couple of guards too and get really lucky with the spawns. Sometimes you can get really unlucky and captain tier guards spawn in annoying places who you can't kill in one hit.

After you've slid under the gap, in the next room, wait until the guard on the right walks off and rush assassinate the guy that's left. Once you're in the clear, climb up the tall ladder that's opposite the Torch of Hypnos, and take the adamant from the chest in front of you.

It's then much easier to come out the now safe way you came in rather than try and sneak through a load of other people.

Report back to Elpis, and again choose the romance options if you want. This finishes the first part of the quest.

Blood Gets in your Eyes quest

Meet Elpis at the Doma of Atlas for the next twist in the tale.

In the conversation, I said "Tell Atlas the truth," but she doesn't really listen.

This quest is another one with very different outcomes based on what you say and do. It also changes based on what you've done before.

In the conversation with Atlas, if you tell him about Elpis' politics then I'd say you get the "bad" ending.

If you say: "Getting to know each other", "Don’t talk about her like that", and lie that you're in love the process is a success and you deal with the consequences - this I'd say is the "gray" ending.

However, if you saved the Archons earlier, then Azaes steps in to support Elpis' legitimacy - which I'd say is the "good" ending.

If you got the good ending, you can complete the romance and have a bit of a snog by choosing the "You saved me" option.

Good from Far, Far Good quest

This quest unlocks after Blood gets in your Eyes, and is when the DLC starts to ramp up to its conclusion. If there are adamant weapons you haven't crafted, Keeper's Insights yet to be found, or Dikastes armour pieces to collect, then now's probably the time to divert.

When you're ready, go to the quest marker and it automatically starts.

First off, you can choose whatever you want for the speech, then I said "The Dikastes will help you!"

Sixth Sense of Sympathy quest

Travel to the quest marker and talk to the harbormaster.

Play along with the charade, then go around the market and kill the goons. This completes this line.

Through the Cracks quest

As with the previous quest, go to and talk to the Foreman, but this time you have to fighting through a quarry of guards to get there.

When you reach him, say "Point me to the chamber or else."

You can then decide whether you want to kill him or not - I did.

Report back to Alkon, and you'll be set after the abductor, Xarios. Travel to the Fortified Doma and scan the area with Ikaros to find him.

He's in his own closed off room, so the fight isn't that tough. Once he's down, you'll collect the second half of a key and unlock the next quest.

Deadly Little Secrets quest

If you didn't go and clean everything up earlier, now is the time to do so. Go to chamber near the Garden of Kymopoleia and save on the outside. If you want the full story as well as the "good" ending, then I'd recommend doing two runs of this part with different choices to see everything - it doesn't take long.

Once you've saved, head inside, go down the stairs, then sneak or fight your way through the next room.

Follow the quest marker to your next destination, and enjoy the surroundings and ensuing cutscene.

Next I said: "Here to find the missing humans."

After that, go through to the next room, engaging the enemies if you wish - they poison, so be careful - and through to the next quest marker.

In the conversation, I said: "Humans are not rats." You then have a big sliding doors moment - save the people, or go through the door. What's through the door is a big spoiler, but isn't technically the most moral path, which is why I said make a save to see both routes.

If you say that you don’t care what’s behind the door and try to save then people, then you're successful in rescuing them and begin a new quest to confront Poseidon.

If you go into the room, then you uncover an interesting secret, then you can go to confront Poseidon - both dialogue options in here have the same result.

Fate of Atlantis quest

You begin the final mission of the DLC by talking to Poseidon.

To side with Poseidon against the others, choose: "Humans are being Tortured", then "I don't belong here".

As event progress, choose: "I'll stop the Hekatonchires".

Run down to corridor, and you'll come face-to-multiple flailing arms with the DLC's final boss - the Hekatonchires.

The fight isn't that tough if you make use of your overpower attacks and Ares Madness abilities tactically.

Pepper the creature with arrows for chip damage, and be careful of the zombie dudes that it spawns. These can explode into poisonous gas that cloaks the battlefield.

Its most dangerous attack is When it crouches. This means it is about to run up and grab you for a hefty combo. Get well clear when this happens or be ready to heal. I'd recommend the quick utility of the Second Wind ability over Ares' Last Breath.

Once you're done, I chose "I’ll stop them once and for all," in the next conversation.

From here, enjoy the rest of the story. There are no real decisions to make and you can answer freely.

And with that, the curtain closes on Assassin's Creed Odyssey. Now all that's left is to mop up any Lost Tales of Greece that you haven't completed and wave goodbye to the Peloponnese peninsula.

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Assassin's Creed Odyssey

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James Billcliffe avatar

James Billcliffe

Guides Editor

With 7 years' experience, James (he/him) suffers so you don't have to, creating expert guides for the toughest games and reviews for the biggest blockbuster releases. He has a Master's degree in Journalism and a BA in Linguistics that he never got a chance to flex until Wordle came along.

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