Expedition 33 Act 1 Walkthrough (Gustave Arc)

Spring Meadows to Stone Wave Cliffs in roughly six to eight hours, plus the missables that close at the end of the Lumière Festival

By BrokenBuilds Wiki7 min read

Act 1 of Clair Obscur: Expedition 33 is the Gustave arc. The Expedition lands on the Continent, the survivors regroup, and the party builds from Gustave and Lune at the start to a full four-character roster (Maelle, Sciel, and Esquie join along the way) by the time you reach the Lampmaster fight at Stone Wave Cliffs. Plan on six to eight hours depending on side content. The act ends on a cinematic beat that resets the party for Act 2, so anything Gustave-flagged needs to be wrapped before the Stone Wave Cliffs cutscene.

This walkthrough covers the path from the Lumière Festival prologue to the end of Act 1, with missables, recommended levels, and party comp notes per zone.


Prologue: Lumière

The opening act before the gameplay starts has only one thing that matters mechanically: the missable checklist. Skipping any of these locks them until New Game Plus.

  • Defeat the Mime in Lumière. From the festival stage where children are performing, walk east. The Mime is alone. The fight unlocks the A Peculiar Encounter trophy and drops the Lumière music record (one of 33 needed for Connoisseur).
  • Trade a Festival Token for the Old Key. Speak to Colette, the lady in blue, during the festival. The Old Key opens a gate later in the game holding the Survivor expedition journal.
  • Watch every Festival cutscene. Sophie's Gommage closes the prologue and cuts off all of the above.

When the prologue ends, the surviving Expedition members regroup on the Continent. Gustave and Lune are the starting party, and the world map opens.


Spring Meadows (Levels 1 to 5)

The tutorial zone. Open ground, daylight, sparse enemies. The encounters here teach parry timing, dodging, jumping, Free Aim shots, and elemental Stains. Lune learns her first Stain combos, Gustave starts banking Charges through basic attacks and Lumière Assault.

Boss: Eveque (Level 5). Weak to Ice. Eveque opens with a shielded posture; break the shield with aimed Free Aim shots, then Lune's Ice Lance sets up the kill. The boss spawns Abbest minions that swap aggression onto Lune; Gustave's Marking Shot keeps single-target pressure on Eveque while Lune handles the adds.

Pick up: Lanceram (Gustave's first scaling weapon), Lighterim (Lune's early Ice option). The first Expedition Flag in this zone is also the first save / fast-travel point.


Flying Waters and the Continent (Levels 6 to 10)

The world map opens up after Spring Meadows. The Continent is the overworld; Flying Waters is the next combat zone. Paint Cages start dropping low-tier Pictos. Maelle joins the party at the Manor sub-zone after a story sequence.

Boss: Goblu (Level 10). Weak to Lightning. Goblu drops in from above and shields itself with surrounding blue flowers. Free Aim shots on the flowers prevent the shield from regenerating. Parry the jump-attack telegraph for the Expedition Counter, which lets Lune chain Lightning Stain into Thunderfall.

After Goblu, the road opens to Ancient Sanctuary. Maelle's stance system is now in the kit and she becomes the cleanest single-target answer to caster enemies; switch her into Virtuose against shielded targets.

Pick up: Maellum (Maelle's starter Rapier). Several Pictos drop in the Flying Waters chests, including ones that fold into Burn-stack and dodge-counter builds in Act 2. Worth grinding if you plan to run Maelle Burn early.


Ancient Sanctuary (Levels 12 to 15)

Branching maze designed to hide the Gestral Village. The Sakapatates encountered here are training-dummy creations the Gestrals build for combat practice, and they hit harder than any non-boss enemy you have seen. Ancient Sanctuary is also the first zone with multiple Lost Gestrals worth tracking down for the trophy.

Boss: Ultimate Sakapatate (Level 15). Weak to Fire. Open with Maelle's Spark or Pyrolyse to apply Burn, then Break the Sakapatate's posture by stacking damage past its threshold. Once Broken the weakpoint exposes and the kill window opens. The shield slam Mark applies to the entire party, so item:second-chance equipped on the active DPS is the cheap insurance pick.


Gestral Village (Levels 15 to 20)

Chief Golgra hosts an arena tournament. Win four matches to recruit Sciel: Bertrand Big Hands, Dominique Giant Feet, Matthieu the Colossus, and Sciel herself in the final round. Each opponent has its own gimmick (Bertrand has heavy melee combos; Dominique kicks for AP burn). Sciel joins at the end of the round.

Optional: Golgra duel. Golgra herself is a postgame-tier fight at this point. Skip it on the first pass; come back in Act 3 with Painted Power and a leveled weapon.

The Hidden Gestral Arena unlocks special Pictos. Worth grabbing the entry quest before leaving the village.


Esquie's Nest (Levels 20 to 25)

Password-protected entrance behind a torch puzzle. Inside, grappling-hook traversal leads to Esquie. Recruiting Esquie unlocks world-map traversal: he becomes the airborne mount that opens new continents and reaches Stone Wave Cliffs.

Boss: Francois (Level 15). Weak to Dark. Francois starts with five shield points; Free Aim shots strip them one at a time. The Ice Beam on its third turn requires a clean parry or it cleaves the party. Verso would be the obvious answer here for the Light damage, but he is not in the party yet, so Maelle's Phantom Strike on Marked targets carries the burn-down phase.


Stone Wave Cliffs (Levels 25 to 30)

The final Act 1 zone, accessible only after Esquie joins. Crystallized tunnels, Hexga enemies, narrow ledges. Stone Wave Cliffs is also the densest concentration of Confident Pictos sub-stat farm spots in the act, useful if you are pre-running a Maelle damage build.

Boss: Lampmaster (Level 30). Lampmaster is the set-piece Act 1 finale. Floating lamps surround the arena; Free Aim shots toggle them on and off. The first phase asks you to switch lamps to a single colour to drop its shield. The second phase locks you into shooting the lamps in a specific order while parrying its multi-hit combo.

After Lampmaster goes down, the act-end cinematic plays. Gustave's storyline closes here. Anything Gustave-only is now locked: the Overcharge trophy is the most commonly missed because it requires a 10-charge Overcharge that Breaks an enemy and there are no more Gustave fights after Stone Wave Cliffs. If you have not earned it yet, grind a few mob fights before approaching the Lampmaster's chamber.


By the Stone Wave Cliffs cutscene the party should look something like this:

  • Levels 25 to 30 across all four characters
  • Lanceram at level 10 or higher on Gustave (for the Overcharge trophy if not yet earned)
  • Maellum at level 4 or higher on Maelle for the first stance passive
  • A few Pictos unlocked as Luminas (Solo Fighter, Dodger, First Strike, Confident)
  • Esquie's first traversal mode unlocked

The cleanest party for Lampmaster is Maelle / Lune / Sciel: Maelle's stance burst handles the second-phase combo, Lune provides AOE for any add waves, Sciel keeps the party shielded with All Set. Gustave can lead the fight if you still need the Overcharge trophy, but his rotation collapses against the lamp puzzle, so swap him in for the trophy run and back out for the main kill.


See Also