Expedition 33 Act 3 Walkthrough (Maelle Arc)

What to do after the Paintress, the optional dungeons that gate Painted Power, and the Renoir final fight

By BrokenBuilds Wiki8 min read

Act 3 is the Maelle arc. After the Paintress falls inside the Monolith, the party regroups and the world opens up: most of the optional dungeons unlock at the same time, the Endless Tower becomes accessible from the west edge of the map, and the path to Renoir as the true final boss is gated behind two important pieces of optional setup. Act 3 itself is shorter than Act 2 in mandatory objectives, but the optional content cluster is where the build power-spikes happen, where Painted Power gets unlocked, and where the postgame trophy chain begins.

This walkthrough covers the Act 3 critical path, the optional dungeons that meaningfully change the Renoir fight, and the postgame setup that opens after Renoir falls.


What Happens at the Start of Act 3

The party is back together with Maelle taking the lead role in the story. Camp dialogue has new bond events for every party member, and clearing them unlocks each character's Gradient Attack (a level 3 Gradient Attack is what the Chroma Proficiency trophy needs). Esquie's Dive ability also triggers around this point, allowing whirlpool entry for Sunken zones and the route into the final dungeon.

Three things are worth doing before any of the major content:

  1. Visit camp and exhaust every dialogue. Bond events here unlock the Gradient Attack chains and several side-zone gates. Maelle's max-bond chain is what unlocks the Reacher dungeon, the cleanest grinding spot in the game.
  2. Speak with Blanche at the Fountain. Walk left inside. If you completed every White Nevron quest in Acts 1 and 2 (Aiding the Enemy trophy), Blanche awards 100 Color of Lumina items, which is enough to push two characters to a dense Lumina Point pool.
  3. Trigger Esquie's Dive ability. This opens the underwater route to Renoir's Drafts, the optional zone that drops Energy Master, plus the dive route to the final dungeon.

The Pictos Power Spike

Act 3's optional dungeons drop the Pictos that define the late-game build patterns. The order below is the recommended priority because each Picto compounds on the next.

Cheater. Drops from the Sprong superboss in the sea near the Visages island. Free Play Again every turn at 40 Lumina Points. The single largest universal damage multiplier in the game once equipped.

Energy Master. Drops from the Serpenphare (the purple dragon) inside Renoir's Drafts. Recommended level 70 to 75 for the kill. Doubles AP gain, which collapses the AP economy for any high-cost rotation (Twilight Burst, Sword Ballet, Bestial Wheel mask casts).

Painted Power. Reward chain inside the Painting Workshop. The Workshop spans three locations and the questline ends with the Lampmaster fight (Noir et Blanc trophy on completion). Painted Power removes the 9999 damage cap, which is the build inflection point that turns Stendhal from a 9999-cap one-hit into a billion-damage cast.

Auto Rush, Base Shield, Combo Attack I. Drop in Old Lumière, The Chosen Path, and the Ancient Battlefield optional encounter. All three feed defensive comps and Verso Perfection rotations.

The Pictos guide on this site has the full breakdown of which Pictos and Luminas matter at which build stage. Run those drops before pushing the Endless Tower or the final dungeon.


LevelDungeonReward
50 to 60The Chosen PathFive-character battles, Base Shield Picto, mid-tier weapons
60 to 80The ReacherDense XP loop, gated by Maelle's max bond. Best for pushing 70 to 99
70 to 75Renoir's DraftsEnergy Master Picto, Serpenphare boss
75+Endless Night SanctuaryRed forest, far east. High-level Gestral enemies
75+The Flying ManorPictos drops, optional boss
PostgameThe Painting WorkshopPainted Power Picto, Lampmaster encore
PostgameEndless TowerEleven floors. Clea waits at the top. Endless and Clea trophies

The Endless Tower is also the cleanest XP loop in the game once the party is past level 60. Floors one through six provide enough experience to push from low 70s to 99 inside the postgame loop. Floors seven through eleven scale aggressively and are the gating challenge for the Endless trophy.


The Final Dungeon

The route to the final boss runs through New Lumière, accessible after Esquie's Dive ability triggers. The dungeon itself is relatively short by Act 2 standards but is dense with named encounters.

The dungeon allows backtracking. Walk in, push to the boss arena, walk out for one more grind cycle if needed. The point of no return is the boss room itself, not the dungeon entrance. Use the backtrack window to top up Color of Lumina, finish weapon upgrades, and rotate Pictos into Lumina form across the active party.


Renoir, The Final Boss

Renoir is the story endpoint of Act 3. Recommended level is 70, although clean parry play makes the fight beatable in the high 50s. Two phases. No exploitable elemental weakness. Most attacks are parryable; slow blade swings are jump-only.

Phase one. Defensive focus. Renoir opens with Void Cross, a multi-hit five-strike combo that demands clean parry timing. Sciel's All Set is the standard opener for the party stack: Shell mitigates the chip damage, Powerful boosts the Maelle response, Rush gives the party-first turn order. Maelle's Stendhal opener with Painted Power active deals enough damage to cleanly enter phase two on turn three.

Phase two. Renoir summons Visages adds for shielding. Free Aim shots strip the shields; Maelle's Breaking Rules is the cleanest skill answer because it generates AP directly off the shield removal. Phase two also introduces Black Hole and Void Meteor as wide-angle AOE casts that need party-wide dodge or jump timing rather than parry. Sciel can drop Bad Omen on Renoir to sustain damage through the dodge phases.

Boss-level Pictos and Luminas: Painted Power, Augmented First Strike, Glass Canon, Critical Burn, Rewarding Mark, Solo Fighter on whichever character is solo-DPS, Second Chance on the active anchor. Maelle should be in the active party for the cinematic ending; the fight closes on a story beat that requires her presence.


Postgame After Renoir

Renoir's defeat unlocks the postgame trophy chain. Three meaningful pieces of content remain.

The Endless Tower. Eleven floors at increasing difficulty. Floor one through six is the XP and gear farm. Seven through ten ramps. Floor eleven hosts Clea, the postgame superboss. Defeating Clea drops the Clea trophy and clearing the floor unlocks Endless. Build the highest single-target damage configuration the party supports; Clea is a sustained DPS check, not a parry puzzle.

The Painting Workshop and Sunless Cliffs. If you have not yet finished the Workshop questline, finish it now. Noir et Blanc is the silver trophy on completion. Sunless Cliffs is the optional postgame zone with the densest endgame Pictos drops.

Simon in the Abyss. The true final fight. Simon lives in the Abyss zone, unlocked after Renoir. Defeating Simon awards the Peace at Last gold trophy and is the nominal completion of the Platinum chain. Build for raw single-target burst: Painted Power, Cheater, Augmented First Strike, Solo Fighter on the anchor character. Maelle's Stendhal one-shot or a fully-tuned Verso Perfection rush both clear Simon cleanly. Sciel's All Set is the buff layer that makes the difference on the parry-heavy second phase.


Setup Notes Before Renoir

  • All active party characters at level 60 minimum, ideally 70+
  • Active weapon at level 33 (Weapon Mastery trophy on completion)
  • Painted Power unlocked and equipped as a Lumina on every offensive character
  • Cheater unlocked as a Lumina on the highest Lumina Point character
  • Energy Master equipped if AP-hungry rotations are in the kit
  • Second Chance equipped as Pictos or Lumina on the active DPS

If any of these are missing, run the optional dungeons first. The Endless Tower opens earlier than Renoir does for setup purposes; pushing two or three floors before the final dungeon is enough to flip a borderline party from "wipe at phase two" to "clean two-turn phase one."


See Also