Guides – GodisaGeek.com https://www.godisageek.com Game Reviews, Gaming News, Podcasts: PS5 | Xbox | Nintendo Switch | PC Gaming Sun, 23 Jul 2023 22:02:46 +0000 en-US hourly 1 https://wordpress.org/?v=5.4.2 https://www.godisageek.com/wp-content/uploads/cropped-2020-social-logo-1-32x32.png Guides – GodisaGeek.com https://www.godisageek.com 32 32 Remnant 2 | How to beat Annihilation, the Final Boss https://www.godisageek.com/2023/07/remnant-2-how-to-beat-annihilation-the-final-boss/ Sun, 23 Jul 2023 22:00:48 +0000 https://www.godisageek.com/?p=281323 It all comes down to this

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The final boss of Remnant 2 is Annihilation, a two-phase fights that’s noticeably tougher than anything you will have faced before it. It’s so tough that we recommend facing it solo, as the increased HP in co-op makes it incredibly hard. You’ll face it in Root Earth after surviving a gauntlet of bosses and Root hounds, and it will take everything you have. Read on for our guide to beating Annihilation, the final boss of Remnant 2.

The boss arena – phase one

You’ll face Annihilation initially in a large space with a glowing red hole in the centre. There are glowing circles all around the floor which will explode if you stay in them too long – so don’t. Other than that, there’s nothing remarkable about the space – oh, and there’s absolutely no cover.

Annihilation’s attacks – phase one

The boss resembles a massive Root dragon and will spend the entirety of phase one airborne. He’s massive, sure, but also hard to target because he often swoops above you. He has a ton of different attacks, and learning the tells is essential. There are so many, we’ve listed them below:

Remnant 2 Annihilation final boss

Sword slam: Annihilation will bring his huge sowrd down on the ground, dealing massive damage. It’s quite easy to dodge, but it can catch you by surprise because he sometimes initiates it from som distance away, which is disorienting.

Sword drag: Holding the hilt two-handed, he’ll drag the sword through the ground towards you. It does massive damage and can stagger or knowck you down, so time it right and dodge it.

Energy pulse: Immediately after the sword drag he will always, without fail, trigger a red energy pulse, There’s a high-pitched noise accompanying it, so dodge when you hear it. You may not see it, as he’ll usually be behind you after the sword drag.

Sword thrust: Annihilation will raise his sword and plunge it into the ground, dealing huge AoE damage and knocking you down. He does this twice.

Root grab: He’ll either follow the sword thrust with a root grab or a barrage of energy rings. If it’s the root grab, you’ll know because he will twist his sword in the ground. Roots will burst up where you are and you must dodge at the precise moment, or else mash the prompted button to break free.

Double sword sweep: After the root grab he’ll follow up with a combo of one sweep, and then a second which always has a moment of hang, making it super hard to dodge.

Energy rings: Sometimes after the Sword thrust, he’ll conjure a load of glowing energy rings. They’ll pusle for a while, and you need to destroy them. After e few moments they’ll glow and fly towards you, which is enough to one-shot you even if you’re running 160 health and 115 armour.

Remnant 2 Annihilation final boss

You must learn to dodge these attacks if you want to survive phase one. There are few things you can do to counter him, except keep shooting between his attacks. On Survivor mode he isn’t a bullet sponge, but his damage output is no joke. Keep shooting his head, which is his weak spot. He doesn’t give you much time to heal or reload. Any items you can equip that speed up consumable use are essential, and bring ammo packs with you as it’s very hard to scoop up pickups during the fight.

The boss arena – phase two

Phase two of this fight is a nightmare. Not only are you locked in a much, much smaller space, but the layout and aesthetic are incredibly disorienting. There are constant flashing lights, and you can be afflicted with Malware, which disrupts your vision and restricts skill and mod use.

Annihilation’s attacks – phase two

As with phase one, he will begin with a sword slam. It will flash red where the sword is going, so dodge as soon as it does. You’ll have a split second to move after transitioning to the new arena. It will be followed by a sweep of his sword across the screen, preceeded by a high-pitched sword schwing to help you dodge.

When he raises up and the ground flashes yellow, dodge instantly, or you’ll be staggered or knocked down and take a massive hit of the Malware Blight. He usually follows with another sword sweep, and then a grid of red crosses will appear. Duck under this as it zooms towards you. Keep shooting his head, and he’ll begin to glitch.

Now when he attacks the arena will shift back to phase one, and his sword sweep will become the Double Sword Sweep. You must be quick to dodge here. From now through the fight, he will glitch back and forth between arenas, always right as he attacks, so learning the pattern is essential to survival. Eventually in the phase two arena he will raise up and conjure a load of glowing energy rings. You must destroy these before focusing on him, as they will explode and kill you instantly.

Now repeat the dodges and only fire when you’re clear to. Healing and reloading are incredibly risky in this fight, so try not to get caught mid-heal.

Remnant 2 Annihilation final boss

The boss arena – phase three

Phase three isn’t a full phase. Annihilation will come back to life for one last scare, and all you need to do is avoid the Root hounds and stay alive. He has no health bar here, so just ride it out until the cutscene kicks in.

Well done, you’ve beaten Annihilation, the final boss of Remnant 2. Collect your Broken Compass (for the Explorer Archetype), Forgotten Memory crafting material, and Scholar Trait card, which increases experience gained.

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to beat the Primogenitor https://www.godisageek.com/2023/07/remnant-2-how-to-beat-the-primogenitor/ Sun, 23 Jul 2023 21:21:05 +0000 https://www.godisageek.com/?p=281317 It's a bug hunt

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The Primogenitor in Remnant 2 is the boss of the Hatchery Dungeon found in The Phantom Wasteland of N’Erud. You may not encounter it in a standard campaign playthrough, although it may sometimes be thr route you need to take to collect one of the Seeker’s Keys and to reach the Timeless Horizon area. It’s a pretty tough fight, especially early on, but luckily we’ve taken it down. Read on for our guide to defeating the Primogenitor in Remnant 2.

The boss arena

The Primogenitor is found in the deepest area of the Hatchery, surrounded by alien space crabs. The boss itself is remarkably small compared to other bosses in Remnant 2, and is actually a glowing blue space crab smaller than the Handler’s dog. However, the arena is full of giant creatures resembling Tardigrades, which it will occasionally assume control of. This makes the whole arena incredibly dangerous, especially if you roll off the main platform and find yourself in the more confined space below. If you do, climb back up and reposition yourself near a wall.

Remnant 2 Primogenitor

The Primogenitor’s attacks

While in control of one of its huge flying hosts, the Primogenitor will spit balls of cursed matter at you, inflicting Curse Blight if you stand around too long. It can’t be harmed in this state, and all you’ll do is kill the host. This is necessary though, as it will force the Primogenitor out. Once loose, it will attack you directly by leaping at you like a facehugger from Aliens. If it latches on it will deal damage and knock you down.

It will also spawn an absolute ton of adds, all small versions of the space crabs you’ve been fighting to get here. They will jump on you, slowing you and inflicting Curse build-up. Roll to remove them. Ideally you need an automatic weapon with a decent sized mag, or a heavy melee weapon. Clear them out, keep moving, and focus on the boss’s host to force it out.

Remnant 2 Primogenitor

It’s a bug hunt

Once the Primogenitor is loose, focus all your fire on it. It’s very fast, very small, and so anything that sprays or deals AoE damage is handy. Fire works incredibly well against the Primogenitor and its adds. If you’re inflicted with Curse, remove it quickly as it will remove a chunk of your health bar.

The boss doesn’t have a great deal of health, but it’s an incredibly annoying fight nonetheless. Keep moving and swatting the bugs, and you’ll evenutally defeat it, earning a Trait point and the Cracked Shell crafting material.

There you go, now you know how to take down the Primogenitor in Remnant 2.

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to play online https://www.godisageek.com/2023/07/remnant-2-how-to-play-online/ Sun, 23 Jul 2023 14:32:37 +0000 https://www.godisageek.com/?p=281288 Jolly Cooperation!

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Whether you want to jump into a friend’s world or have them coop in yours, or you just want to enjoy Remnant 2 with randoms, you’ll need to figure out how the online works. And whilst Remnant 2’s online systems feel simpler and less clunky than other masocore titles, it still can be a little tricky to get to grips with initially.

So we’ve laid out everything you need to know to play Remnant 2 online.

Remnant 2 | How to play online

Solo Play first

Whether you like it or not, there is a story of sorts to Remnant 2, and as such there is a Prologue which acts as a tutorial for the game before the main portion of the game starts. During this section, you’ll learn the basics of the controls and gameplay, and there’s even a boss to test your training on.

You’ll need to keep playing through to your first foray around Ward 13, and then onto your adventure with Ford. Here he shows you a large Red Crystal and then disappears. After a couple more story beats, you’ll be whisked off to a world to begin your adventure. Once you’re in this new world you can begin to play online.

What to do next

The large Red Crystals are your conduits for online play. Interacting with them allows you yourself to join other players’ worlds, and they form the place where visiting players can join you too. Bear this in mind when considering online play.

To join others

To join other people, simply interact with a large Red Crystal and then you’ll be taken to the warp screen. On the bottom-right, you’ll see “Join Game”, so click that. The game will default to searching for games on your current difficulty setting. This is replicated by the skull system above the central wheel which you can amend, to cause another search to take place on that difficulty.

Around the screen will appear circular icons dictating players that are open to you joining them. Hovering over the circle will reveal who the player is, their power level and location as well as how many are in the party (maximum of three allowed).

Join a game, and you will be whisked to their world. When they next interact with the Big Red Crystal, you will appear in their world.

To have others join your world

Firstly for this, you need to make sure your online settings are adjusted accordingly. When you start up the game, and select your character, you’ll notice a bar above “Start Game” which indicates your online preference. It can be set to:

  • Offline: No one can join you
  • Friends Only: Only people on your friends list on that system may join your world
  • Public: Anyone can join you

For online play it cannot be set to “Offline”, so adjust it accordingly before starting the game. You could then have people requesting to join you at any point. If you wish to be more in control of the invitations (especially if you have someone specific you want to play with) then go to the menu, select System > Friends. From here you will see a list of your friends, and you can send them an invite to your world by clicking on the face icon.

If people then try to connect, you will get a notification and they will appear as pending in the top-left of your screen. To actually bring them into your world you need to interact with a Big Red Crystal, then they will be thrust into your world. They will be left waiting until you do this.

Note: If you are already touching a Big Red Crystal when someone joins your game, you will need to stop touching it and re-interact with it to trigger bringing the player into your world.

And that’s it, you now know how online works in Remnant 2.

 

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to unlock the Gunslinger Archetype https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-gunslinger-archetype/ Sun, 23 Jul 2023 14:19:31 +0000 https://www.godisageek.com/?p=281284 Six-gun lover

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Remnant 2 is the kind of game that aims to cater to everyone’s playstyle, whether you want to push the DPS, heal your teammates, or just forge your path alone through its various post-apocalyptic worlds. Primarily, it does this with Archetypes, classes that decide your starting gear and form the backbone of any build. These character classes can completely change the way you play and prioritise certain items. One of the best in the game is the Gunslinger, a ranged DPS class that focuses on ammo reserves and increased rate of fire. Read on to find out how to unlock the Gunslinger Archetype in Remnant 2.

Remnant 2 | How to find the Gunslinger Archetype

The quickest way to unlock the Gunslinger Archetype is to pre-order Remnant 2. However, while this gives access as a starting Archetype, you will still need to unlock it if you started with one of the others. And while it’s technically very easy, it does take a while.

Remnant 2 Gunslinger

First you’ll need to finish the first world in your campaign, which means killing the first world boss and being transported to the Labyrinth. Once you’ve done that, head back to Ward 13 and go talk to Mudtooth. You’ll find him playing chess with Reggie. Now you need to get him to tell stories – and we mean all of his stories. He has around a dozen, and you’ll need to keep asking him to tell more until he says he’s run out. This takes a long, long time, even if you skip through them. Eventually he’ll just run out.

Now you need to go and play. He wouldn’t tell us any more stories until we finished our third world boss, at which point he opened up again to tell a few more. It takes less time to exhaust him than before, and when he finishes he’ll give you a Rusty Cylinder for being a good listener. Take this up to Wallace with 1500 scrap and 10 Lumenite Crystals to receive the Iron Cylinder. Equip it to unlock the Gunslinger Archetype.

What is the Gunslinger Archetype?

As the name suggests, this Archetype is all about the shooting. It focuses on sustained DPS, team ammunition conservation, and quick, hard damage when necessary. It’s also ridiculously cool, the stylish High Noon Duds gear allowing you to live out all your Wild West fantasies. Well, most of them.

It’s incredibly effective when paired with the Hunter Archetype once you can slot two, as the combination of high damage, range, fire rate and extra ammo makes for a lethal cocktail.

Remnant 2 Gunslinger

The Gunslinger also has a set of intrinsic perks that boost their abilities, as follows:

Prime Perk: Loaded
When activating any Gunslinger skill, both weapons are instantly reloaded, and gain infinite ammo for 5 seconds.

Skill 1: Quick Draw
Pull out your trusty side piece and unload up to 6 Critical Shots from the hip. Each shot deals 85.5 base damage and double Stagger value.

Press to instantly fire towards all enemies in view within 25m. Upon release, rounds will be divided equally among targets. Hold and release to manually aim and fire one single powerful shot on release.

Skill 2: Sidewinder
Calls upon the power of the Desert Sidewinder snake to increase ADS movement speed and Draw/Swap speed by 50%. Cycling weapons will automatically reload incoming firearms. Lasts 12 seconds.

Skill 3: Bulletstorm
Unleashes the full power and speed of the Gunslinger. Increases Fire Rate by 20% and Reload Speed by 50% for all ranged weapons. Lasts 20 seconds.

Single shot weapons become fully automatic. Kills instantly reload the current weapon. Instead of becoming fully automatic, bows and crossbows gain 15% Critical Chance and 50% increased Projectile Speed.

Remnant 2 Gunslinger

The Gunslinger also comes with the Ammo Reserves Trait card that increases your ammo reserves, naturally.

Swift Shot: Gain 6% Fire Rate and 10% Ranged Damage. Increases with Gunslinger level.

Posse Up: Ammo pickups award 20% additional ammo per player with the bonus split evenly among teammates.

Quick Hands: Firearms gain 10% Reload Speed.

Sleight of Hand: Using a Relic reloads equipped Firearm.

And now you know how to unlock the Gunslinger Archetype in Remnant 2. Why not check out the rest of our Remnant 2 guides while you’re here, including how to unlock the Explorer Archetype. If you’re struggling with a particular boss, check out our Remnant 2 Boss Guides for help.

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to unlock the Engineer Archetype https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-engineer-archetype/ Sun, 23 Jul 2023 13:29:27 +0000 https://www.godisageek.com/?p=281275 Break out the big guns

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One of Remnant 2’s biggest strength is its gameplay diversity. Not only are the Campaign and Adventure Modes procedurally generated each time you start – meaning different bosses, items, and biomes every time – but the character builds are massively diverse. This is in part thanks to the variety of Archetypes – character classes that completely change the way you play and prioritise certain items. One of the coolest in the game is the Engineer, a powerful offensive class. Read on to find out how to unlock the Engineer Archetype in Remnant 2.

Remnant 2 | How to find the Engineer Archetype

The Engineer Archetype can be found in The Eon Vault area of N’Erud. You gain access to The Eon Vault while playing through the N’Erud story from the starting point of The Forgotten Prison. If you start N’Erud at the Seeker’s Rest starting point, you can find the Engineer in the Timeless Horizon are. Both are the second open areas of N’Erud’s respective stories.

Remnant 2 Engineer

While you can certainly find the Engineer without it, the Explorer Archetype makes it far easier thanks to the Treasure Finder perk. This highlights items of interest within a certain range with a purple glow. If you activate this ability while strafing the edge of the Eon Vault map, you will eventually spot a purple-outlined body within the poisonous fog.

We equipped everything we had that could reduce Blight build-up before venturing in, and it didn’t make much difference. You have to be very quick, fight through the initial bour of vomiting as your character enters the fog, and reach the body. You’ll find a full set of Engineer Armor on it, but that;s not what you need. Quickly grab the armour and then move past it to a small drop. A yellow pickup will be there – grab this as it’s the Alien Device you need. You will likely die, but that’s fine as long as you snag the pickup.

Now take it to Wallace and he’ll transform it into the Drzyr Caliper for 1500 scrap and 10 Lumenite Crystals.

Remnant 2 Engineer

What is the Engineer Archetype?

The Engineer in Remnant 2 is a damage-focused build that swaps out summoned companions for mounted turrets that they can remove and use as special Heavy Weapons. It’s ideal for soloists when combined with something like Alchemist, Medic, or Challenger as it offers massive offensive damage and high defence.

It’s perks focus on dishing out damage and survivability. We have listed its perks and their effects below:

Prime Perk: High Tech
Holding the Skill button will Overclock a carried or deployed Heavy Weapon. Overclocking grants Infinite Ammo, increased Fire Rate, and a 25% Damage buff for 15 seconds.

Skill 1: Heavy Weapon: Vulcan
Press to deploy a Vulcan Cannon Turret which lasts until its ammo is exhausted. Turrets that can aim will prioritise targets the player aims at. Press Skill again to enable autonomous targeting.

Hold to carry the Heavy Weapon, If Engineer’s Prime Perk is available, this will Overclock the weapon. Double press to reclaim the weapon and return 75% of its remaining ammo.

Heavy Weapon ammo regenerates at a rate of 1.136% per second and a Heavy Weapon can only be deployed if at least 25% of ammo is available.

Remnant 2 Engineer

Skill 2: Heavy Weapon: Flamethrower
Press to deploy a Flamethrower Turret which lasts until its ammo is exhausted. Turrets that can aim will prioritise targets the player aims at. Press Skill again to enable autonomous targeting.

Hold to carry the Heavy Weapon, If Engineer’s Prime Perk is available, this will Overclock the weapon. Double press to reclaim the weapon and return 75% of its remaining ammo.

Heavy Weapon ammo regenerates at a rate of 1.136% per second and a Heavy Weapon can only be deployed if at least 25% of ammo is available.

Skill 3: Heavy Weapon: Impact Cannon
Press to deploy an Impact Cannon Turret which lasts until its ammo is exhausted. Turrets that can aim will prioritise targets the player aims at. Press Skill again to enable autonomous targeting.

Hold to carry the Heavy Weapon, If Engineer’s Prime Perk is available, this will Overclock the weapon. Double press to reclaim the weapon and return 75% of its remaining ammo.

Heavy Weapon ammo regenerates at a rate of 1.136% per second and a Heavy Weapon can only be deployed if at least 25% of ammo is available.

Remnant 2 Engineer

The Engineer also has a set of intrinsic perks that boost its abilities, as follows:

Metalworker: Increases Skill Damage by 5%. Heavy Weapons gain 5% ammo capacity and 2.59% max health.

Magnetic Field: Heavy Weapons grant 15% damage reduction to all allies within 2.5m.

Heavy Mobility: Movement Speed while carrying a Heavy Weapon is increased by 35%.

Surplus: Using a Relic refills 15% of Heavy Weapon Ammo. Bonus is doubled when Heavy Weapon is stowed.

The Engineer also comes with the Fortify Trait card that increases Armor Effectiveness.

And now you know how to unlock the Engineer Archetype in Remnant 2. Why not check out the rest of our Remnant 2 guides while you’re here, including how to unlock the Alchemist Archetype. If you’re struggling with a particular boss, check out our Remnant 2 Boss Guides for help.

 

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to unlock the Alchemist Archetype https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-alchemist-archetype/ Sun, 23 Jul 2023 11:21:31 +0000 https://www.godisageek.com/?p=281257 Mix responsibly

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The more we delve into Remnant 2, the more secrets we discover. From armour sets and weapons to puzzles and even secret Archetypes, Gunfire Games’ 3rd-person adventure is heaving with things to find and conundrums to solve. Speaking of Archetypes, how would you like to know how to unlock the Alchemist Archetype in Remnant 2? Read on for the complete guide.

Remnant 2 | How to find the Alchemist Archetype

This one is not only well-hidden; it’s also bloody scary when it happens. In order to find the item you need to unlock the Alchemist class, you need to be in Morrow Parish, in Losomn: Dran. We’ve heard of it happening elsewhere, but in our experience Morrow Parish was where it occurred.

Remnant 2 Alchemist

Periodically, you’ll come across huge werewolf-like creatures fighting the Dran in the streets. When you damage them enough, they run away and disappear through small drain culverts with bent bars. If you go up to one of those, there’s a good chance one of the beasts will snatch you and pull you through. When it happens you’ll wake up on a pile of bones and the beast will be lurking nearby.

Kill it, and it will drop an item called a Mysterious Stone. Now take that to Wallace in Ward 13 and swap it for the Philosopher’s Stone. It’ll cost you 1500 scrap and 10 Lumenite Crystals.

What is the Alchemist Archetype?

Like the Medic, the Alchemist is designed for support and works great in a group or alongside a heavy damage Archetype like Hunter or Challenger. It’s skills focus on Vials, which can be smashed to impart buffs. It also comes with the Potency Trait Card that increases consumable duration.

Remnant 2 Alchemist

It has some intriguing effects on things like Concoctions, Relic use and other chemical-based mechanics. We’ve listed its skills and perks below:

Prime Perk: Spirited
Alchemist can have 1 additional Concotion buff active.

Skill 1: Vial: Stone Mist
Creates a mysterious cloud that lasts 10 seconds and applies Stoneskin. Press to slam vial on the ground at your feet, hold and release to throw at a target area.

Stoneskin reduces damage by 25%, reduces Stagger by 1, greatly increase Blight build-up decay and makes target immune to Status Effects. Lasts 15 seconds.

Skill 2: Vial: Frenzy Dust
Creates a mysterious vapour cloud that lasts 10 seconds and applies Frenzied. Press to slam vial on the ground at your feet, hold and release to throw at a target area.

Frenzied increases Fire Rate, Reload Speed, and Melee Speed by 20%, and movement speed by 15%. Lasts 15 seconds.

Skill 3: Vial: Elixir of Life
Creates a mysterious vapour cloud that lasts 10 seconds and applies Living Will. Press to slam vial on the ground at your feet, hold and release to throw at a target area.

Living Will grants 5 Health Regen per second, and protects against fatal damage. Can revive downed players. Lasts 20 seconds.

Remnant 2 Alchemist

Alchemist also has a set of intrinsic perks that boost their abilities, as follows:

Experimentalist: Using a Relic applies a random buff on the Alchemist for 30 seconds. Cannot be overriden.

Gold to Lead: Picking up scrap has a 15% chance to also award Ammo to the Alchemist.

Panacea: Curative effects apply to all allies within 15m, and grant an additional 15 Resistance.

Liquid Courage: Grants 2,5% increase to all damage. Increases with Alchemist Level.

And now you know how to unlock the Alchemist Archetype in Remnant 2. Why not check out the rest of our Remnant 2 guides while you’re here, including how to unlock the Summoner Archetype. If you’re struggling with a particular boss, check out our Remnant 2 Boss Guides for help.

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

 

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Remnant 2 | How to beat The Nightweaver https://www.godisageek.com/2023/07/remnant-2-how-to-beat-the-nightweaver/ Sun, 23 Jul 2023 10:44:14 +0000 https://www.godisageek.com/?p=281255 Sweet Dreams

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The Nightweaver is the main world boss for the Losomn (Dran) area of Remnant 2, and can be found in The Tormented Asylum. It can be quite a tricky boss, because of how quicks he is and how powerful and deadly some of her attacks can be. Therefore you may need some tips on how to take her down effectively

Here at God is a Geek, we’ve beaten The Nightweaver, and here’s everything you need to know to beat it too in Remnant 2.

Remnant 2 | How to beat The Nightweaver

Stage 1 Arena

This is a boss with two stages. The first stage takes place outside the Asylum with a similar layout to where you fought Ripsaw. As with that boss fight you’ll want to be aware of what’s behind you because the arena can be deceptively tight in places, and the last thing you want is to get trapped in the corner with The Nightweaver bearing down on you.

Attacks to watch out for

The Nightweaver is incredibly quick and can lunge at you from quite a distance away so, if she winds up for this, try and dodge away from it to avoid taking damage. She obviously has melee attacks too, so keeping your distance and shooting is the age-old tactic at this point and works well. She will also dive up high into the air and slam back down in a quick motion, so if you see this dodge away from her to avoid it.

Having said that, be prepared for some pain from a distance too. The Nightweaver can fire a round of homing crystals at you which are tricky to avoid unless you can time your dodge at the last second. She can also pause fire blue fireballs at you. Whilst these aren’t homing, like the crystals, they move quite quickly so will still require movement to dodge.

Arachnophobia

To make matters worse, The Nightweaver can also summon numerous blue spiders from her chest, that will run and hunt you down. It is best to try and deal with these quickly – melee attacks can work very well to take out a few in quick succession. Then, when the grunts are down you can divert your attention back to The Nightweaver proper.

Prepare for Stage 2

Once her health bar is depleted, she’ll fall to the ground, in a glowing pile. Heal up and ready yourself and then go and inspect the body. She will (unsurprisingly) not be dead, and will grab your character in a quick cutscene. You will be teleported to the second stage arena which is inside the Asylum this time. In many ways despite being smaller, this arena feels easier to navigate with fewer obstructions between you and Nightweaver.

Differences in Stage 2

The Nightweaver will now tend to crawl along the floor rather than fly about, and so will more often than not lung quickly at you which you’ll need to dodge. She will also look to pass through the walls of the Asylum into the smaller rooms. You can engage her in them, but it’s a lot safer to wait for her to return to the larger lobby area where you have more space. The choice is yours.

Her attacks from Stage 1 – most notably the homing crystals and the spiders appear in Stage 2, so be prepared for those, but for the most part, she’ll stick to relentless lunges.

Keep dodging her attacks, and pelting her with bullets, and she should go down. Congratulations, you’ve beaten The Nightweaver in Remnant 2

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to unlock the Ward 13 safe https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-ward-13-safe/ Sun, 23 Jul 2023 09:09:15 +0000 https://www.godisageek.com/?p=281231 Sorry Ford

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As you’re exploring Ward 13 in Remnant 2, you will come across a safe in Ford’s office upstairs. It requires a four-digit code combination to unlock. To find out the code you’ll need to investigate something unusual. And it’s not clear from the safe itself what you need to do.

However, if you follow these steps, you’ll have no trouble unlocking the Ward 13 safe in Remnant 2.

Remnant 2 | How to unlock the Ward 13 safe

Step 1: Find the Safe

You’ll likely notice the safe behind you after you’ve spoken to Ford in your office for the first time. Sadly at this point we have no way of knowing the four-digit code, and so you’ll need to progress the story a bit until you can open it.

Step 2: Get the Flashlight

You need to keep progressing the story until you head out with Ford on your adventure out of Ward 13. This means talking to all the people he recommends you talk to before meeting him by the exit and heading through the big metal door.

As you progress down the tunnel, he will hand you a flashlight, which will handily light the way in dark places. But it actually has another purpose. One that we will need to open the safe in Ward 13.

Step 3: Inspect the Flashlight

Remnant 2 Ward 13 safe

Head into your Inventory and you’ll see that the Flashlight is actually a Quest item in your inventory. Whilst hovering over it, you’ll want to press the Inspect button. This allows you to rotate the item. Proceed to rotate the flashlight until you can see underneath it.

You should notice underneath the flashlight there is a four-digit code. You may have to rotate it a few times to get the code to appear upright, but the code you will see is 0415.

Step 4: Reach the Red Crystal

Unfortunately despite now identifying the code, you can’t use it yet as you’re locked into your story with Ford. Keep progressing it until you get transported to your first world courtesy of the Red Crystal.

You will now see your first Red Crystal in front of you. You can now warp back to Ward 13 at your leisure, and after a brief interaction, you’ll be able to explore it again as normal.

Step 5: Enter the Code

Remnant 2 Ward 13 safe

Now return to the Ward 13 safe in Ford’s office. You can now enter the 0415 into the safe and unlock it. It will open, and you can retrieve the Cargo Control Key.

Step 6: Use the Key

It’s all very well having found this new key, but where do you use it? To use it you actually need to head out to the Red Crystal, and then turn left. You should see in front of you a wire fence, with some large storage containers piled up behind it. Head on through the gap in the fence, and then follow the path in between the containers.

Eventually, you will reach a door that is locked. Luckily we have the key. Use your Cargo Control Key on the door to unlock it and head inside.

Step 7: Claim your Reward

Remnant 2 Ward 13 safe

Now it’s time to claim your proper reward for opening the safe. Head on over to the table on the left-hand side of the room, and pick up the item there. It is a brand-new handgun called the MP60-R which shoots like a submachine gun, giving you another loadout option to play around with.

Congratulations you have unlocked the Ward 13 safe in Remnant 2.

 

CLICK HERE TO FIND OUT HOW TO UNLOCK THE LONSOMN ASYLUM SAFE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons

 

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Remnant 2 | How to beat Barghest the Vile https://www.godisageek.com/2023/07/remnant-2-how-to-beat-barghest-the-vile/ Sat, 22 Jul 2023 13:15:29 +0000 https://www.godisageek.com/?p=281226 Best the Barghest

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Barghest the Vile is a mini-boss from the Losomn (Dran) area of Remnant 2, and can be found in Harvester’s Reach. It can be quite a tricky boss, because of how quick he is and how powerful and deadly some of his attacks can be. Therefore you may need some tips on how to take him down effectively

Here at God is a Geek, we’ve beaten Barghest the Vile, and here’s everything you need to know to beat it too in Remnant 2.

Remnant 2 | How to beat Barghest the Vile

Keep your distance

Like Ripsaw, Barghest the Vile is actually an Aberration – that is a stronger version of a large enemy you can find frequently in the game – and this, as the name suggests is a stronger Barghest. These black cat-like creatures can move very quickly, so to give yourself a chance, try and keep some distance between it and you to allow yourself some breathing room.

Swiping Attacks

If Barghest the Vile does get close, you’ll need to be wary of its swipe attacks with its claws. They actually have a large range and are quick too, so dodge roll away as best you can to avoid the damage. Also be sure not to get pinned in a corner of the sewer, as this can be a recipe for disaster, quite quickly.

New tricks

Barghest the Vile can also shoot white fireballs in your general direction. Dodge these as best you can, and also be mindful that they will leave pools of white flame on the ground for a period of time which will cause a burn effect on you if you touch them. Be sure it has cleared before traversing near them.

Clear the arena

You’ll find a lot of the slug-type creatures nearby to this fight, and the electric variant can be particularly annoying in combination with Barghest the Vile. It’s best to either make sure the area is clear before entering the fight or do your best in some downtime with the boss itself to take down these slimy grunts. They can easily surround you and give you a tough time if you’re not careful.

Licking its wounds

The other trick that Barghest the Vile has is that it can heal a decent chunk of its health when it is close to death. It seems to do this only once, but be on the lookout for it. Don’t get too gung-ho thinking you’re close to winning the first time around, as you’ll be in for a shock.

However, before long Barghest the Vile should properly fall. As a reward, you’ll get Dria’s Anklet. This can be traded with the crying man near the beginning of the area. He’ll give you XXX. You’ll also get the Lithely Mutator from Barghest the Vile, and you can now carry on your Remnant 2 adventure.

 

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

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Remnant 2 | How to beat The Abomination https://www.godisageek.com/2023/07/remnant-2-how-to-beat-the-abomination/ Sat, 22 Jul 2023 12:30:06 +0000 https://www.godisageek.com/?p=281191 Snot monster?

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The Abomination can be the first main boss in Remnant 2 if you roll the Seeker’s Rest start in N’Erud. You’ll find the seething mass in the Putrid Domain dungeon, but you may have come across smaller versions beforehand in the Phantom Wasteland or Abyssal Rift. It’s not a particularly tough boss, comparatively speaking, but it can be infuriating if you face it early before you have a decent arsenal.

The boss arena

You’ll fight the Abomination in a fairly enclosed area that’s several kinds of gross all at once. It squeezes its bulk through a sewer opening and immediately begins its assault. Because the arena is small, getting some distance can be tricky – especially when it starts spawning adds. There’s a central pillar that allows you some cover if you need to reload or heal.

The Abomination’s attacks

For the first half of its health bar, the Abomination is just a bully. It will roll at you with impressive speed, dealing massive damage. Up close it will perform a combo of three swipes followed by a ground slam that causes Curse build up. It will also occasional hjurl explosive canisters at you that you’ll need to avoid. Periodically, adds will spawn, which can be a pain if you’re solo. A Handler has an advantage here, because your dog can keep the adds busy while you focus on the boss.

In the back half of its health bar the Handler will start using psychic abilities to levitate, shield itself, and throw chunks of debris at you. It will also build up a huge Curse pulse that you can hide from behind the central pillar in the room.

Remnant 2 The Abomination

Break its shell

If you look closely, you’ll see that the Abomination is covered in huge metal plates. Shoot these off to uncover explosive canisters embedded in its flesh. Explode these to deal damage and expose pulsating purple weak points you can exploit. Popping the canisters will stagger it, exposing those weak points for a few seconds.

Use the environment!

Try to keep your distance from the Abomination where possible. Weapon Mods like Caltrops and Time Lapse work very well to slow it down. The central pillar in the room is your best friend, especially when the Abomination is airborne. Use it to heal, reload, and just to grab some cover when it starts vibrating and glowing purple.

You’ll also note explosive canisters lodged in the floor. Pop these at the right moment to damage the beast and knock it off-course if it’s mid-roll.

Stay mobile, keep damage consistent and watch your ammo, and you’ll take down the Abomination in Remnant 2 in no time. For beating it, you’ll recieve a Trait Point and a Mutated Growth crafting material.

 

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to beat Shrewd https://www.godisageek.com/2023/07/remnant-2-how-to-beat-shrewd/ Sat, 22 Jul 2023 12:29:33 +0000 https://www.godisageek.com/?p=281201 Bow and error

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Shrewd is a pretty tough Remnant 2 boss that you can stumble upon in the Expanding Glade in Yaesha. He’s an archer that does powerful ranged and melee attacks, spawns adds, and – worst of all – can infect you with Root Rot. But don’t worry, we’re here to tell you exactly how to beat Shrewd in Remnant 2.

The boss arena

Like many boss arenas in Remnant 2, Shrewd fights in a doughnut-shaped area with a central tree that you can use for cover. There are no fall points here, and if you stick close to the tree you should be able to avoid most of his ranged attacks.

Remnant 2 Shrewd

Shrewd’s attacks

Shrewd has two primary attacks: first, he’ll stand back on one of the three raised cliff-edges around the arena and hit you with arrows. They have a loud audio-cue when he fires, so use the tree for cover or roll to avoid. He’ll also shoot his arrows into the air, and when they land they’ll create AoE pools of Root Rot.

After a few volleys, he will teleport up close to you. When he does this, get ready to move fast. His melee attacks are swift and devastating. He’ll only hang around for a few combos, and then he will teleport back to a ledge. When he does this, eggs will burst from the ground and you only have a few seconds to destroy them before they spawn adds. Make sure to reload immediately after his melee phase and take the eggs out quickly.

Avoid Root Rot!

The biggest issue with the Shrewd fight is that he will infect you with Root Rot if he hits you multiple times. This is a horrible affliction that reduces your stamina bar and causes you to cough every 10 seconds, interrupting any action you’re performing, including evading or reloading.

Remnant 2 Shrewd

Cure it with Oilskin Balm, which you can buy from Reggie in Ward 13 only after you’ve found it in a random chest in Yaesha. Alternatively, Bedel the Vaunnt (the Root-infected Pan you meet when you enter The Forbidden Grove area) sells the Rotward ring for 500 scrap that prevents Root Rot build up.

Move fast, avoid the pools of Root Rot, and take out the eggs as quickly as possible. Shrewd himself is fairly easy to hit when he’s on one of the ledges, but avoid him when he comes close. The Time Lapse weapon mod doesn’t seem to have much effect on him, either, so you’re best off simply evading until he gets bored and buggers off.

And that’s how you beat Shrewd in Remnant 2. His defeat will reward you with a Trait Point and Soul Sliver crafting material.

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

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Remnant 2 | How to beat Kaeula’s Shadow https://www.godisageek.com/2023/07/remnant-2-how-to-beat-kaeulas-shadow/ Sat, 22 Jul 2023 12:29:25 +0000 https://www.godisageek.com/?p=281206 Water torture

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Kaeula’s Shadow is a major boss fight in Remnant 2 that you won’t immediately know how to reach. You’ll find her in the Kaeula’s Rest dungeon in Yaesha. She’s a colossal Root-infected beast that can do serious damage and may take a few attempts – especially given how the fight starts. But worry not, for we have the guide to help you beat Kaeula’s Shadow in Remnant 2.

Remnant 2 | How to reach Kaeula’s Shadow

When you enter the Kaeula’s Rest area you’ll soon come to a huge body of water. You can run in it, but some areas are very deep and will slow you down. Push through the area, and you’ll enter the labyrinthine pathways of the dungeon. Here you’ll face ranged enemies and hulking brutes who will hit from a distance and can infect you with Root Rot.

Cure it with Oilskin Balm, which you can buy from Reggie in Ward 13 only after you’ve found it in a random chest in Yaesha. Alternatively, Bedel the Vaunnt (the Root-infected Pan you meet when you enter The Forbidden Grove area) sells the Rotward ring for 500 scrap that prevents Root Rot build up.

Remnant 2 Kaeula’s Shadow

Eventually you’ll reach a huge statue with a ring at its base called the Tear of Kaeula. Take it, and then take a deep breath. You’ll be immediately grabbed by a huge tentacle and pulled through the floor, into the area – the body of water you crossed earlier.

The boss arena

The arena is half the fight. Not only are you wading through water, there are occasional deep spots that will severely hamper your movement. There’s also no cover from the boss, so you will need to try to avoid her attacks with well-timed evades.

This is a tough fight, partly because you may not be at full strength when it begins. If you die, you’ll respawn at the area’s first crystal right outside the room.

Remnant 2 Kaeula’s Shadow

Kaeula’s Shadow attacks

Kaeula will attack with tentacle slams that deal damage and stagger you, or can knock you down under the water, slowing your recovery. She will occasionally burrow her tentacles, which will burst up below you. After a few minutes, she’ll dig down under the water, and spawn a bunch of tentacles with their own shared health bar. Take them out, avoiding their slam attacks. Be aware that it’s not easy to move in here.

When she resurfaces, Kaeula’s Shadow will be right on you. She will tentacle slam, and when you get some distance she’ll usually sweep her tentacle across the water, creating a wave that will knock you on your butt. Heal when you can, and keep targeting her head and chest with your attacks. When she dies, you’ll receive a Trait Point and the Twilight Dactylus crafting material.

Remnant 2 Kaeula’s Shadow

A gift that keeps on giving

You’ll also walk away with the Tear of Kaeula, a ring that grants you two extra Relic uses when equipped. This is essential early on, but it has more than one use. Continue playing and you’ll eventually reach the Far Woods, one of the areas where the Blood Moon can spawn to farm material for the Summoner Archetype.

You’ll eventually come upon a huge glowing tree. The spirit residing within, Meidra, is Kaeula’s sister. Not only does he give you a reward  for answering her questions (we got the Barkskin Trait card for our answers), but she’ll also reward you with a powerful handgun if you give up the ring. Remember, if you don’t have the ring the next time you beat Kaeula’s Shadow, you will receive another copy of it.

So there you go: that’s how you beat Kaeula’s Shadow in Remnant 2.

 

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | Where to find extra Archetypes https://www.godisageek.com/2023/07/remnant-2-where-to-find-extra-archetypes/ Sat, 22 Jul 2023 11:02:43 +0000 https://www.godisageek.com/?p=281192 The right (Arche)type

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During your Remnant 2 adventure, you can choose between a number of Archetypes to play as, and you can find extra Archetypes as you progress further into the game.

When you first begin the game, you will only have four Archetypes unlocked to choose from. These are Medic, Handler, Challenger, and Hunter.

However, you can unlock more as you play if you meet certain conditions or find certain items. We’ve listed the extra Archetypes we’ve found during our time with Remnant 2, so that you can unlock more Archetypes and tailor your playstyle with more options.

Note: Don’t forget, you can actually equip a second archetype on your character for extra skills and bonuses, so having more Archetypes unlocked, gives your more options to play around with.

For more information on how to unlock a second Archetype slot on your character – follow our guide here.

Remnant 2 | Where to find extra Archetypes

We’ve listed all the additional Archetypes that we’ve found in Remnant 2 below. Each has a separate guide that you can click on, as some of the steps you need to take are quite complicated, and need to be covered in detail to ensure you unlock them.

We’ve also provided some information about what these Archetypes are and how they differ from the standard Archetypes unlocked from the start. So you can get a feel for how they play as well as how to specifically unlock them. Take a look at the list of Archetypes below for more information.

How to unlock the Gunslinger Archetype

Remnant 2 Gunslinger

How to unlock the Summoner Archetype

Remnant 2 summoner archetype

 

How to unlock the Explorer Archetype

Remnant 2 Explorer

How to unlock the Alchemist Archetype

Remnant 2 Alchemist

How to unlock the Engineer Archetype

Remnant 2 Engineer

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

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Remnant 2 | How to unlock the Explorer Archetype https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-explorer-archetype/ Sat, 22 Jul 2023 10:29:22 +0000 https://www.godisageek.com/?p=281183 Go forth and loot things

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Remnant 2 has more than its fair share of secrets, but some of the most sought-after items are the keepsakes that Wallace can turn into Engrams – which are in turn used to unlock secret Archetypes. These are whole-new game-changing class kits, all of which can make a massive difference to how you play. We already showed you how to unlock the Summoner Archetype, but what about how to unlock the Explorer Archetype in Remnant 2? Read on to find out.

Remnant 2 | How to find the Explorer Archetype

Unfortunately, this is both very straightforward and very tough. To unlock Explorer, you need the Broken Compass item – and to get that you need to complete Remnant 2’s campaign once. That means beating the incredibly tough final boss and rolling a new campaign or Adventure.

When you do, you’ll find the Broken Compass in your inventory. Take it to Wallace with 1500 scrap and 10 Lumenite Crystals, and he’ll forge the Golden Compass engram for you. Simply equip it to unlock the Explorer Archetype in Remnant 2.

Remnant 2 Explorer

What is the Explorer Archetype?

The Explorer is a heavily utility-based Archetype that works best when combined with others. Starting out as an Explorer (which you can do if you roll a new character after unlocking it) would be particularly tough. It focuses on movement speed and item gathering, rather than straight DPS or survivability.

While it doesn’t offer the insane group support of the Medic or Hunter, and would certainly struggle alone more than, say, the Handler or Summoner, the Explorer is, unsurprisingly, built for exploration. The abilities are as follows:

Prime Perk: Lucky
Grants a 10% chance to spawn additional items and rarer drops when defeating powerful enemies.

Skill 1: Planeswalker
Increases movement speed by 20% and reduces Stamina cost for allies by 80%. Lasts 30 seconds.

Skill 2: Gold Digger
Dig into the ground to spring a fountain that grants a random buff. Fountains last 45 seconds and their buff lasts 15 seconds.

Fountains can grant either: 10% increase to all damage; 15% damage reduction; 1.5 Health Regen per second; or Haste.

Skill 3: Fortune Hunter
Increases the Explorer’s Treasure Sense to reveal special items within 40m for all allies. Lasts 60 seconds.

Remnant 2 Explorer

Explorer also has intrinsic Archetype perks that boost similar abilities, as below:

Scavenger: Pickups increase all damage dealt by 2% per stack for 15 seconds. Additional stacks increase duration up to 60 seconds. Stacks 5 times.

Metal Detector: Increase ammo, currency, and metal drop rate chance for entire party by 10%.

Prospector: Relic fragment discoveries for the Explorer drop at a higher quality.

Self Discovery: Using a Relic instantly fills Scavenger Stacks and prevents stack decay for 15 seconds.

There you go, now you know how to unlock the Explorer Archetype in Remnant 2 and what it does. Why not check out the rest of our Remnant 2 guides while you’re here, including how to unlock the Summoner Archetype. If you’re struggling with a particular boss, check out our Remnant 2 Boss Guides for help.

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

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Remnant 2 | How to unlock the Losomn Asylum safe https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-losomn-asylum-safe/ Sat, 22 Jul 2023 09:57:44 +0000 https://www.godisageek.com/?p=281158 Finders Keepers

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As you’re exploring the Losomn (Dran) Asylum in Remnant 2, you will come across a safe in the office on the ground floor. It requires a four-digit code combination to unlock. To find out the code you’ll need to explore the place and complete some additional tasks. And it’s not clear from the safe itself what you need to do.

However, if you follow these steps, you’ll have no trouble unlocking the Losomn Asylum safe in Remnant 2.

Remnant 2 | How to unlock the Losomn Asylum safe

Step 1: Find the First Doll

The first part of this puzzle revolves around finding three Stone-Carved Dolls in the Sanitorium. Quest items such as these show up as red items on the floor so they’re easy to locate. You should find the first one on the ground floor of the Sanitorium in the same room as a friendly patient who mentions a nurse who has been locked away in the basement against her will. We will need to remember that.

Step 2: Find the Nurse in the basement

As we progress through the Asylum, we will find ourselves in the basement. Once you have cleared out all the enemies, there is a locked door towards the end of the corridor on the left that you can interact with. This is the nurse who has been involuntarily locked away by the other staff members. Keep talking to her to find out that the reason for her being locked away is her visions of Nightweaver. At this point, you can give her the Stone-Carved Doll you have already found. Do this, and she will be pleased.

Step 3: Find the Second Doll

Exit out of the far side of the basement, and you should find yourself outside the front of the Asylum. Ignore the shed in the corner, with noises coming from it, and instead, from the shed, head right into the other corner. You should see a red item here, and it is another Stone-Carved Doll. Go and give this to the trapped nurse, to make her happier and progress the dialogue with her further. You will then need to return back to the shed. Interact with it and prepare for a boss fight.

Step 4: Defeat Ripsaw

Remnant 2 Ripsaw

Before tackling Ripsaw, it is worth checking out our Ripsaw Boss Guide. This will give you all the tips and tricks you need to know to survive this fight and take down this dangerous enemy. Once Ripsaw is dead, search the shed that he came from to pick up the Asylum Third Floor Key.

Step 5: Find the Third Doll on the Third Floor

With your new key, you’ll be able to enter the top floor of the Asylum. Head through the front door and then up the stairs and around to your right. Go through the door, and then turn right to head through another door and head up the stairs. The door in front of you is locked but can be unlocked with your Asylum Third Floor Key. Beware of flying Fae enemies as you enter this new area. Head down the corridor and enter the room, and there will be more flying enemies. Work your way around the hole in the floor and into the next room to your right. There will be a lot of flying Fae enemies to take out here that will appear from numerous directions through windows. Explore the whole room to be sure all the enemies are taken care of.

When the room is cleared, head around to the far corner from where you entered. And behind a screen, by a chair is the final Stone-Carved Doll. As you backtrack through the previous room, you can also jump out of an open window onto a balcony, to pick up the Prison Cell Key.

Step 6: Return to the Nurse

Now head back to the basement.

Important: Do not choose the option to Unlock the door. Doing so and opening it will kill the nurse. You want to talk to her and give her the final Stone-Carved Doll first. Giving her the final doll will cause her to recite a song for you. It goes:

Oh little Corny Barrows slept / and dreamed he saw a sight / of teeth and trails and darkened veils / and unforgiving light.

Two shing copper teeth removed from // nine discarded combs, and // seven yellowed leaves excised from // one forgotten tome.

It might seem a pointless song, but actually, this is the solution to your safe. The numbers “two”, “nine”, “seven” and “one” just so happens to be the safe code you need.

Note:  At this point, having noted the code, it is fine to unlock the door and open it and pick up the Nightweaver Stone Doll which you can use later.

Step 7: Unlock the Safe

Remnant 2 Losomn Asylum safe

Now with the code in hand, you can head back to the safe. Enter the code 2971 into the safe to unlock it. Inside is a brand-new handgun the Double Barrel which fires like a powerful magnum weapon, giving you another loadout option to play around with.

Congratulations you have unlocked the Losmmn Asylum safe in Remnant 2.

CLICK HERE TO FIND OUT HOW TO UNLOCK THE WARD 13 SAFE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons

 

 

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Remnant 2 | Boss Guides https://www.godisageek.com/2023/07/remnant-2-boss-guides/ Sat, 22 Jul 2023 09:02:40 +0000 https://www.godisageek.com/?p=281164 Take them all down!

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Remnant 2 has its fair share of boss encounters and they can be tricky to overcome. As such you may be in need of a helping hand to help you blast through and beat these tricky fights.

So to help you out, we’ve pulled together guides for every boss we’ve beaten in Remnant 2, so that you can best these dangerous foes with ease. Read on to find the solutions to beating each boss in Remnant 2.

Remnant 2 | A note on progression

Remnant 2 isn’t a linear experience at all. After the initial prologue of the game which serves as a tutorial, you will be transported as part of the story to one of several worlds that you can explore. This means you could experience worlds – and therefore – bosses in a unique order from another player. As such we have grouped our boss guides in Remnant 2 by world, so that you can better find the boss you need, and quickly find the solution.

The other point to note is that you may not actually find all the bosses listed in your playthrough, as even in the same world, the layouts are procedurally generated and that means some bosses may not actually appear for you. As such, we have listed all the bosses we have located so far, and how we have beaten them. So don’t worry if you see a boss in your world that you don’t see. You may not have done anything wrong, and it may mean you just need to replay the game to see the bosses listed below.

Remnant 2 | Boss Guides

Jump to:

Sets: Prologue | Losomn (Dran) | Losomn (Fae) | N’Erud | Yaesha  | Root Earth

 

Prologue Bosses

Root Mantis

Remnant 2 Root Mantis

Losomn (Dran) Bosses

Note: You may not know which part of Losomn you’re in initially. If it appears to be a dark urban area, with a Bloodborne-type feel, you are in Dran. If it has more flying enemies, with an elvish, Anor Londo-type aesthetic, then you are in the Fae area.

Gwendil: The Unburnt

Remnant 2 Gwendil The Unburnt

Ripsaw

Remnant 2 Ripsaw

Barghest the Vile

Remnant 2 Barghest the Vile

The Nightweaver

Remnant 2 Boss Guide

Losomn (Fae) Bosses

Note: You may not know which part of Losomn you’re in initially. If it appears to be a dark urban area, with a Bloodborne-type feel, you are in Dran. If it has more flying enemies, with an elvish, Anor Londo-type aesthetic, then you are in the Fae area.

N’Erud Bosses

Note: When you enter N’Erud, you’ll either find yourself at Seeker’s Rest or The Forgotten Prison. This will signify which story you’re playing and determine the end boss and many of your objectives. Some dungeons will appear in either story.

The Primogenitor

Remnant 2 | How to beat the Primogenitor

The Abomination

Remnant 2 The Abomination

Yaesha Bosses

Note: Yaesha has two starting points with a fair amount of overlap. These starting points will determine which main boss you’ll fight at the end of the world. You’ll either start at The Red Throne, or the Forbidden Grove.

Shrewd

Remnant 2 Shrewd Boss Fight Guide

Kaeula’s Shadow

Remnant 2 Kaeula’s Shadow

Root Earth Bosses

Note: Root Earth is the final area of the game and is only accessible after beating the three world bosses that came before. It is not part of the procedural campaign, and is always the final world.

Annihilation, the Final Boss

Remnant 2 Annihilation final boss

 

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

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Remnant 2 | How to beat Ripsaw https://www.godisageek.com/2023/07/remnant-2-how-to-beat-ripsaw/ Fri, 21 Jul 2023 18:28:14 +0000 https://www.godisageek.com/?p=281160 Saw that coming

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Ripsaw is a min-boss from the Losomn (Dran) area of Remnant 2, and can be found in Morrow’s Parish Sanitorium. He can be quite a tricky boss, because of how quick he is and how powerful and deadly some of his attacks can be. Therefore you may need some tips on how to take him down effectively

Here at God is a Geek, we’ve beaten Ripsaw, and here’s everything you need to know to beat her too in Remnant 2.

Remnant 2 | How to beat Ripsaw

Think fast

Likely the first thing you’ll have to deal with when tackling Ripsaw is a quick time event (QTE) that happens almost at the start of the fight. Ripsaw lunges his chainsaw weapons at you and pins you to the ground. Mash the on-screen button prompt (X on an Xbox controller) until the bar is full to escape. Failure to do so leads to a rather gruesome death, and a need to restart the fight after making your way there again from the checkpoint.

Familiar Foe

The good news is, the is unlikely to be the first time you’ve faced this type of enemy before. Ripsaw in boss-form is by and large a souped-up version of the same enemy you’ve likely taken down a few times on your travels already up to this point. His main way of attack is melee attacks with his bladed saw. Keeping your distance and dodging away from him is a good tactic.

New tricks

Ripsaw does however have a couple of new tricks to contend with compared to the enemies you’ve fought before. He can now actually shoot white fireballs from his gun in your general direction. Dodge these as best you can, and also be mindful they will leave pools of white flame on the ground for a period of time which will cause the burn effect on you if you touch it. be sure it is cleared before traversing near them.

Learn the arena

The outside area where you fight might seem quite open, but there are large square areas which are blocked off, and so actually this arena has quite a few tight corridors in reality. And whilst visibility is still good, these narrow channels are perfect for a charge move from Ripsaw which you will want to avoid at all costs. Be aware of your evrinoment. You don’t want to get stuck on some scenery and meet a grisly end.

Wait for your opening

As with he regular enemy, Ripsaw can be stunned with constant gunfire but it seems to happen less frequently here. Your best bet for sustained attacks is to wait until he holds his blade above his head and rams it into the ground. Dodge to avoid it and then let rip with your most powerful weapon. Alternatively wait until he has to “re-rev” up the chainsaw and pummel him then too.

Hopefully, before long Ripsaw should fall. As a reward you’ll get a Trait Point and the Striker Mutator. Also, don’t forget to return to the shed that Ripsaw burst out of for a very handy Simulacrum and the Asylum Third Floor Key.

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

 

 

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Remnant 2 | How to beat Gwendil: The Unburnt https://www.godisageek.com/2023/07/remnant-2-how-to-beat-gwendil-the-unburnt/ Fri, 21 Jul 2023 17:43:46 +0000 https://www.godisageek.com/?p=281154 Bombs away!

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Gwendil: The Unburnt is a boss from the Losomn (Dran) area of Remnant 2, and can be found in Cotton’s Kiln. She can be quite a tricky boss, due to the nature of the arena, her attacks and your limited window to actually damage her. As such you may find yourself in need of a tip or two to best her.

Here at God is a Geek, we’ve beaten Gwendil: The Unburnt, and here’s everything you need to know to beat her too in Remnant 2.

Remnant 2 | How to beat Gwendil: The Unburnt

The boss arena

The first thing you need to get your head around for this boss is the arena, how to navigate it, and what it means. Gwendil, and some of her friends, stand atop some raised walls, which frustratingly you cannot access. Your option instead is to run around the edge of these buildings and shoot Gwendil from afar when the angle is right. You can also run through the middle of the arena too, but this does leave you quite open to attacks from multiple sides, so it is advised to stick to the edges.

Gwendil’s attacks

The attacks of Gwendil are actually fairly simple. She will throw explosive bombs at you, with blistering accuracy, sometimes almost frustratingly good accuracy. These bombs explode and cause a small explosion of fire, which you will want to dodge roll away from as best you can. Sometimes Gwendil will even throw multiple bombs at you at once, and this is your cue to move quickly to escape the range of explosions.

Fire kills!

Fire damage is the order of the day here from Gwendil, so firstly you may want to consider bulking yourself up against Fire damage at Ward 13 before you take her own. Purchasing the Bruiser armour set for example should give you a nice boost to Fire damage. Fire causes the Burn debuff which gradually causes you to lose health. Dodge roll to significantly reduce the time you are on fire, and stop the health depletion. Also not, not only can you catch fire from the explosions of Gwendil’s bombs and from the enemies that put themselves on fire, but there are also patches of oil on the floor dotted around the arena, which if ignited will also cause you to catch fire if you touch them. So watch out for all these dangers, and whenever you are on fire, roll away quickly.

Clear the way

There’s a lot to consider with bombs flying around and fire everywhere, but the last thing you need are grunt enemies causing you more hassle. Try and keep distance between you and Gwendil (head to the other side of the arena) and take out grunts as soon as you see them, to give you some breathing space. Also, remember that Gwendil’s gun-toting friends on the buildings also respawn over time, so keep a lookout for them as well. You’ll have a much easier time when you can just focus on dealing damage to Gwendil, so clear everything else out first to give you a clear shot.

Shoot and run

You need to keep moving during much of this fight so that you avoid the damage from Gwendil’s bombs. Once you’re safe it’s worth peeking up to spot Gwendil and taking some shots at her before moving again before her bomb explodes in your face. If you can aim for her head for extra damage, then do so, or even better, try and shoot the bomb she holds before throwing it. It will explode in her hand, and deal good damage to her as well as meaning she isn’t throwing it your way.

It will take time and patience, but Gwendil: The Unburnt in Remnant 2 will go down eventually if you play it safe and sensible. You’ll be rewarded with a Trait Point and some Alkahest Powder for your trouble.

 

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Remnant 2 | How to beat Root Mantis https://www.godisageek.com/2023/07/remnant-2-how-to-beat-root-mantis/ Fri, 21 Jul 2023 16:45:27 +0000 https://www.godisageek.com/?p=281150 To the root of the problem

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The Root Mantis is the first boss you will come across in Remnant 2, and beating it can prove a little tricky. Whilst it serves as a tutorial boss before you get to the game proper, you’ve had very little time to understand Remnant 2’s mechanics and controls before you’re thrown into this boss fight. As such it can feel a little overwhelming.

But worry not, here at God is a Geek, we’ll guide you through everything you need to know to beat the Root Mantis in Remnant 2.

Remnant 2 | How to beat Root Mantis

You’re not alone

The first thing to bear in mind in this fight, is thankfully you have some NPC teammates to help you. Not only will they be firing at the Root Mantis, to help you take it down, but they’ll also, crucially be distracting it for portions of the fight, and that gives you some room to breathe and plan what to do next. Make the most of the moments where the Root Mantis is not attacking you and focussing on someone else, to your advantage. Take a moment to reload your weapon, get yourself well-positioned out of a corner, and make sure you land those shots.

Keep your distance

Remnant 2 is a shooter, and as such it makes sense to keep your distance from the Root Mantis and shoot from afar. Not only does this keep you relatively safe, but it also gives you a chance to react. The Root Mantis is surprisingly quick for a boss, and when it has its eye on you, can close you down very quickly, so keep an eye on this and be ready to move and maintain your distance for the duration.

Remember to dodge

Dodging is vital in Remnant 2 and the Root Mantis is a good a lesson as any in that regard. Not only might you need to dodge out of the way if the Root Mantis bears down on your quicker than you expected, but you’ll also need to look out for the Root Mantis’ ranged attack. It will frequently spit at you and with surprising accuracy, so be sure to watch out for this and dodge roll to the side.

Take your time

At this stage in the game, you haven’t got a reliable healing method, so your life bar is precious. So whilst it can be tempting to brute force your way through, it’s better to dodge and keep your distance, because it’ll mean that you actually survive the fight. Wait for the openings between its attacks or when it is focussed on a teammate to let loose with your gun. Take your time and the Root Mantis should go down.

And that’s it, you have successfully taken down the Root Mantis in Remnant 2.

 

CLICK HERE TO GO TO OUR REMNANT 2 BOSS GUIDES PAGE

WANT TO FIND MORE ARCHETYPES? CLICK HERE FOR OUR COMPLETE GUIDE

 

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to play online
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Ward 13 Safe
Remnant 2 | How to unlock the Losomn Asylum safe

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Pikmin 4 purple Pikmin guide | How to farm purple Pikmin https://www.godisageek.com/2023/07/pikmin-4-purple-pikmin-guide-how-to-farm-purple-pikmin/ Thu, 20 Jul 2023 23:01:00 +0000 https://www.godisageek.com/?p=280906 Beast mode.

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In our Pikmin 4 purple Pikmin guide we will teach you how to farm the mighty Purple Pikmin, which you’ll need in order to 100% the game.

As you progress through the story mode of Pikmin 4, you will naturally come across every type you need, from Red to the more secret ones later on, but the type that’s essential for 100% completion, is the mighty Purple lads and lasses. There are a few ways you can get lots and lots of them, but our Pikmin 4 purple Pikmin guide will net you ten new purples every few minutes, so read on to find out how. We’ve even included a handy video guide for you if you fancy, so subscribe to our YouTube Channel to never miss another video.

Pikmin 4 purple Pikmin guide: how many do I really need?

Chances are if you’re even searching for a Pikmin 4 purple Pikmin guide, then you know why you need at least 90, if not 100 of the little friends, and that’s to get the largest and heaviest treasure from the final location. Yes, to get the gold bar you’ll need 1000 strength, and the purple Pikmin have 100 each, so you can do the sums here, and work out that without Oatchie, you’d need 100 of them, or 90 and a maxed-out Oatchie who can add 100 to the strength meter.

Where to farm them?

Pikmin 4 purple Pikmin guide | How to farm purple Pikmin

You’ll need to be a little way into the game, but not that far, and have unlocked “Hero’s Hideaway” as a destination. Here, the easiest starting location is 2. Feasting Centre. From there head to Plunder Palace, which is a dungeon with 5 sublevels, and you need to ride a lift up after climbing up a few little objects.

Pikmin 4 purple Pikmin guide | How to farm purple Pikmin

Take any ten Pikmin you fancy, it doesn’t matter, but know they will be converting to purples, so don’t bring any critters you will miss. Hit start and button through any menus or animations, then immediately head under the toys past a giant breadbug, and up the ramp, bending left towards the first Pikmin flower.

Pikmin 4 purple Pikmin guide | How to farm purple Pikmin

Throw your first five Pikmin in, collect up your new five purples, and head to the lift. If you’re quick enough, on some cycles this can all be done without waiting for the lift at all.

Pikmin 4 purple Pikmin guide

Once up the lift, ignore any enemies and run diagonally across the table to the next purple flower. Hop down and throw five more in, and collect up your new purples.

Pikmin 4 purple Pikmin guide

Lastly, with your ten new friends in tow, jump off the chair and sprint with Oatchie to the exit. Skip all the scenes, and that’s it, you’ve got ten more purple Pikmin.

Pikmin 4 purple Pikmin guide

Next steps

All you have to do now is turn around, jump back in and repeat the steps above. It should take less than two minutes to get ten new purple friends, meaning you can get up to or over 100 in no time at all.

If you’re still struggling, check out our full video walkthrough, below.

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Remnant 2 | How to use Mutators https://www.godisageek.com/2023/07/remnant-2-how-to-use-mutators/ Thu, 20 Jul 2023 14:00:36 +0000 https://www.godisageek.com/?p=281052 Mutation nation

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Remnant 2 introduces a lot of new systems and overhauls older ones, meaning some of it can be a little confusing even to veterans of From the Ashes. One new system involves Mutators, which are utterly essential to endgame builds regardless of your Archetype mix.

But how do you use them, where do you get them, and just what the hell do they do? Well, we’ve got you covered with our guide on how to use Mutators in Remnant 2.

What are Mutators?

Mutators in Remnant 2 are like passive mods. They slot into your kit and provide a multitude of different benefits. For example, the Lithely Mutator increases your reload speed based on how many enemies you killed with your current mag. They can drastically affect your builds, or add a little benefit here and there when you need it.

Essentially, they have replaced Armor Set Bonuses meaning you can wear whatever you like while still equipping up to three Mutators for the perks.

Remnant 2 Mutators

Remnant 2 | How do you get Mutators?

There are two main sources for Mutators. The first is to visit Dwell, the Pan vendor in Ward 13. He sells them for scrap and Relic Dust and will occasionally get a new one in. He will also upgrade them for scrap and Corrupted Lumenite, increasing their efficacy.

How do you use Mutators?

Mutators will slot in any weapon except the grey starting weapons. Any that you find or buy will have a Mutator slot; even the melee weapons you find that don’t have a Mod slot, or unique weapons with a fixed Mod slot, will have a Mutator Slot.

There’s no cost to slot one or remove one, though melee weapons can only equip Mutators with melee effects. Once you equip one (and you can have up to three), the effect is always ready to trigger. Some are continuous buffs, others require certain triggers such as a charged melee attack or a reload.

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Summoner Archetype

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Remnant 2 | How to unlock the Summoner Archetype https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-the-summoner-archetype/ Thu, 20 Jul 2023 14:00:34 +0000 https://www.godisageek.com/?p=281083 Bring your own beasties

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Although the five starting Archetypes in Remnant 2, there are also several “secret” Archetypes to be found in the various worlds and dungeons. We stumbled across one in our review playthrough, the Summoner, and in this guide we’ll tell you where to find it, and how to get the Summoner Archetype in Remnant 2.

What is the Summoner Archetype?

As you might have guessed, this class focuses heavily on summoning companions to fight for you and alongside you. It’s most analogous to, say, a Necromancer build, with perks that boost your summon strengths and the “Regrowth” Trait card that increases your health regen for every active summon.

It’s a massive game-changer in terms of gameplay and build composition, too, with an incredibly different skill set and a whole new suite of build options.

Remnant 2 summoner archetype

Remnant 2 | How to find the Summoner Archetype

So, this may rely on a little RNG. To unlock the Summoner, you’ll need to find the Bloodmoon Altar. For us, it appeared in the Far Woods area of Yaesha, although we’ve also seen it in the Forgotten Grove area, too. It shows up as a blue icon on the map that looks similar to a save crystal.

Of course, you can’t just pick it up. The Altar sells an Old Grimoire, as well as a melee weapon, two rings, an amulet, and the creepy Knotted Bone armour set. But while there’s a cost of scrap, you’ll also need Bloodmoon Essence – and the game gives you no clue how to get it. Oh, and you’ll need a hell of a lot to unlock everything.

How to farm Bloodmoon Essence

You can only obtain Bloodmoon Essence from one source: killing whisps during a Blood Moon. Unfortunately, this sounds easier than it is.

First of all, a Blood Moon is a randomly occurring event that may or may not be active when you warp into the Far Woods. It’s signified by, you guessed it, a massive crimson moon in the sky. When this happens, you’ll need to travel the map looking for glowing whisps in the sky. You can’t miss them, they don’t fly away, and you can’t miss the essence they drop as it tracks to you.

Remnant 2 summoner archetype

Sadly, though, they are rare. You’ll only find a total of 12 per Blood Moon and they don’t respawn when you rest or die. Once you have twelve, you need to keep travelling to and from Far Woods until a Blood Moon procs again.

The Grimoire costs 15 Bloodmoon Essence, so you’ll need to do it at least twice. The armour is worth having mostly because it’s badass, but also because it has the highest Blight Resistance, which is handy in Yaesha. There’s also a sword which is kind of ignorable, and some jewellery that boosts the strength of your summons.

I have the Grimoire – now what?

Now take it to Wallace in Ward 13 like the other Archetype items. Pay him 1500 scrap and 10 Lumenite Crystals and he’ll unlock the engram that allows you to equip the Summoner Archetype and raise a little army of minions to do your bidding. So now you know how to unlock the Summoner Archetype in Remnant 2.

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons

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Remnant 2 | How to unlock a second Archetype https://www.godisageek.com/2023/07/remnant-2-how-to-unlock-a-second-archetype/ Thu, 20 Jul 2023 14:00:31 +0000 https://www.godisageek.com/?p=281060 Class warfare

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As with Remnant: From the Ashes, Archetypes determine your starting “class” in Remnant 2 – but to a much greater degree in the sequel. Here, Archetypes form the backbone of your build, each coming with a Prime Perk, a unique Trait, and a spread of Perks and abilities. Initially, you can only choose and equip one, but at a certain point you’ll be able to double up – and that’s where it starts to get really interesting. But how exactly do you unlock a second Archetype in Remnant 2? Read on, and we’ll tell you.

Remnant 2 | How do I choose an Archetype?

First-time players will need to report to a familiar face from the first game when they first reach Ward 13. Little Wallace is all grown up, and he’s able to read fragments of your future, to help determine your path. Which you pick is really up to you, but there are degrees of difficulty here.

The Handler and Medic are arguably the best starting classes. The former has a doggy buddy that can deal damage, take threat, and can be upgraded to heal you and your allies or boost your damage. The latter is, obviously, a healer, and able to regenerate health without needing to use a Relic.

Then there’s the Challenger and Gunslinger, both of whom specialise in very different styles. The Challenger is a brutal tank, built for getting into the thick of it. What makes it tricky is that it requires getting up close to the enemy. The Gunslinger (only unlockable at the start if you preordered) is squishy, and designed to deal damage fast while avoiding direct conflict.

Remnant 2 second Archetype

And then the Hunter is arguably the toughest starting Archetype. It takes while to become really good, as the Hunter’s intrinsic Trait simply increases range. You’ll need to stay away from the enemy and deal damage from afar. By the time you’re around level 5 of the Archetype, it starts to become the best damage powerhouse of all five, but it takes a while.

How do I unlock a secondary Archetype?

To unlock the Dual Archetype ability you will first need to spend 10 Trait Points anywhere in your Trait cards. Now you need an engram, an artifact that allows Wallace to unlock a new path for you. You can buy them from the following vendors for 1000 scrap (though you’ll need to find Gunslinger elsewhere):

  • Challenger: Buy the Old Metal Tool from Reggie
  • Medic: Buy the Medic Pin from Doc Norah
  • Handler: Buy the Old Whistle from Mudtooth
  • Hunter: But the War Medal from Brabus

Now take the item up to Wallace and pay him 1500 scrap and 10 Lumenite Crystals to convert the item into an engram. You can now equip a second Archetype, which will give you all its perks and abilities, and unlock a new trait card that will be active only when the Archetype is live. You can swap your Prime Archetype, too, but be aware that the Prime Perk is only active on your Primary Archetype.

There are also ways to find other engrams in the game to unlock secret Archetypes, such as the Summoner.

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to use Mutators
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Summoner Archetype

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Remnant 2 | How to upgrade weapons https://www.godisageek.com/2023/07/remnant-2-how-to-upgrade-weapons/ Thu, 20 Jul 2023 14:00:21 +0000 https://www.godisageek.com/?p=281072 Up your arsenal

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If you want to survive in the harsh worlds of Remnant 2, you’re going to need the best gear you can get. As you can’t upgrade armour and can only boost Mutators and weapons, you’ll be spending a lot of time – and resources – pumping up your arsenal. Here’s how to upgrade weapons in Remnant 2.

First, you’re going to need scrap. Lots of scrap. Secondly, iron. This resource comes in three types in Remnant 2: iron, forged iron, and galvanised iron. Then you’ll need to go visit Rigs in Ward 13. As in From the Ashes, you’ll find him sharing a workshop with McCabe. He’ll upgrade your guns and melee weapons for increasing amounts.

Remnant 2 upgrade weapons

Scrap can be found from defeated enemies and looting chests. While the same can be said of iron, you’ll also see that just lying around the landscape with a bright yellow glow. Hoover up as much as you can, because it never feels like you’ve got enough.

But what about your special, unique weapons? There are actually two ways to upgrade them. You can either take them to Rigs and pay scrap and Lumenite Crystals or you can farm bosses and world zones. Any weapon you find that you already have, or any boss material you collect that McCabe already turned into a weapon will add a +1 modifier to the item.

Not only does this let you save up your Lumenite, but it gives you a reason to go back and replay certain dungeons, and means co-op runs are never a waste of time. Now you know how to upgrade your guns and melee weapons in Remnant 2.

Why not check out our other Remnant 2 guides:

Remnant 2 | How long to beat
Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to unlock the Summoner Archetype

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Remnant 2 | How long to beat? https://www.godisageek.com/2023/07/remnant-2-how-long-to-beat/ Thu, 20 Jul 2023 14:00:01 +0000 https://www.godisageek.com/?p=281048 Root maneuvers

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The term “your mileage will vary” is more apt than ever when considering the runtime of Gunfire Games’ exceptional sequel, Remnant 2. This is a game with potentially endless replayability, even with the diminishing returns that will eventually come from repeat content.

As a sequel to Remnant: From the Ashes, fans will already know roughly what to expect here: procedurally-generated full-sized campaigns, and smaller bite-size Adventures to run random dungeons and uncover countless secrets across a trio of diverse worlds. But if you’re wondering just how long it takes to beat all of it, we’ve got you covered.

Remnant 2: how long to beat?

The primary campaign of Remnant 2 will see you visit a total of five worlds. Two are much smaller than the others and fixed, those being the Labyrinth and the final realm in which you’ll face the main boss of the campaign. The other three worlds come in a random order, and the content within is procedurally generated to quite an insane degree, meaning very few people will have the same dungeons and areas in the same order. There are also multiple story paths through those worlds, too.

Our initial playthrough saw us begin in the futuristic Phantom Wasteland of N’Erud. We then went to Losomn: Fae (one of two potential Losomn rolls), and then to the woodland world of Yaesha. This can be in any order. Discounting time spent in co-op and Adventure Mode, our campaign playthrough clocked in at around 22 hours, though this could be quicker or slower depending on how many bosses you face and which routes you take.

However, to see everything could take more than triple that, especially if you’re looking to uncover every boss, item, and hidden Archetype in the game. We would estimate around 60 – 80 hours to play the campaign multiple times and roll Adventure Mode a few times.

Remnant 2 | How long to beat?

Which factors determine how long it takes to beat?

Lots. Not only is each world procedural, but there are multiple mysteries and puzzles that can eat away at your time. There are many dungeons scattered through each world, all of which hold treasures such as upgrade materials, boss drops, or even just Trait Points to help improve your build.

Playing in co-op elevates the experience, but you’ll only progress the host’s campaign, so you may well play some areas multiple times just to co-op. Factor in that some worlds have random conditions when you warp in that are required to solve puzzles or farm materials, and there’s no way to guarantee whether that will happen.

And finally, difficulty plays a major part. Remnant 2 is more accessible than the first game on Survivor Mode. Higher difficulties are tougher, and some of the bosses are a genuine challenge even on the easiest setting. The final boss, for example, may take multiple attempts even if you’re skilled.

Remnant 2: Can you continue after the campaign?

Yup. Finishing the campaign gives you a fairly ambiguous ending and then just drops you back in Ward 13 with the option to revisit areas you missed or re-roll the campaign, which is essentially New Game + as it scales enemies to match your current power level. Or, of course, you can continue re-rolling Adventure Mode. You keep everything you have unlocked so far on your character, so go nuts.

And there you go, now you know how long it takes to beat Remnant 2.

Why not check out our other Remnant 2 guides:

Remnant 2 | How to use Mutators
Remnant 2 | How to unlock a second Archetype
Remnant 2 | How to upgrade weapons
Remnant 2 | How to unlock the Summoner Archetype

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Oxenfree 2: Lost Signals | He Sounded Familiar… Trophy Guide https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-he-sounded-familiar-trophy-guide/ Mon, 17 Jul 2023 07:00:40 +0000 https://www.godisageek.com/?p=280863 How to get this elusive trophy

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He Sounded Familiar… is a trophy in Oxenfree 2: Lost Signals, that can prove pretty elusive to obtain. That’s because it can only be obtained at a very specific point in the game, so most players will naturally miss it. However here at God is a Geek, we’ve got the trophy, and can guide you through everything you need to know.

Read on for everything you need to do to get the He Sounded Familiar… trophy in Oxenfree 2: Lost Signals.

Oxenfree 2: Lost Signals | He Sounded Familiar… Trophy Guide

For the trophy, you will first need to play through a large chunk of the game, until you get to Ghost Town Garland. Here you will need to find your way into the mines using Hank’s EMF transmitters.

For more information on how to do this, check out our Oxenfree 2 complete walkthrough.

Once you have made your way into the mines, proceed upwards through them, until you actually end up back outside, near the top of the church clocktower.

Head on over to the clocktower, by dropping off the ledge and then climbing up. As Riley, you’ll then want to set up the final transmitter on the top. As you do so, Jacob will remark about the smell of rotting wood, and then accidentally fall through the clocktower, and into the church below.

The shock of this naturally causes you to want to drop down into the church to save him but do not do this.

Instead, bizarrely, what you need to do during this emergency is bring out your walkie-talkie. You’ll want to head on over to the previously-unused channel 9. You should then hear a new conversation, you’ve not heard before:

Kid: Hey, breaker, breaker, you got, uh, Big Claw, here.

Kid: What’s the, uh, the skinny on the minnies out there, over.

Female Voice: What did I say? No walkie-talkie before dinner, now your brother is-

Kid: [static; hangs up]

This is actually a conversation between Jacob and his brother from when they were younger. When the conversation is over the trophy should pop.

Congratulations you now have He Sounded Familiar… trophy in Oxenfree 2: Lost Signals.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Oxenfree 2: Lost Signals | How to help Shelley https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-how-to-help-shelley/ Wed, 12 Jul 2023 07:00:54 +0000 https://www.godisageek.com/?p=280691 Don't be a hero

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Shelley is the Park Ranger at Oberon Ranger Station who you’ll meet around a third of the way through Oxenfree 2: Lost Signals while looking for the key to pursue Charlie into Tootega Falls. She’s a plucky soul, and will put her responsibilities first and foremost – even above her own safety. She’s also a great fountain of knowledge on Parentage and their history with Camena. Unlike some of the other radio buddies who contact Riley on the walkie-talkie, Shelley can definitely die if you make the wrong choices.

Thankfully, here God is a Geek we know exactly how to keep Shelley alive. Follow this guide, and we’ll lay out everything you need to do for Shelley’s story in Oxenfree 2: Lost Signals. Completing this will also net you the “Just Stay Put” trophy for your trouble.

Read on to see what you need to do:

Oxenfree 2: Lost Signals | How to help Shelley

  1. You will find Shelley on your walkie-talkie at the Ranger Station, on your way to Tootega Falls to place the third transmitter. After the story introduction with her is over, you’ll be able to chat with her about what she knows about Parentage.
  2. As with everyone else, talk to Shelley whenever you can. Check every time you transition to a new screen or move the story forward to see if a new conversation is available.
  3. If you have successfully exhausted her dialogue, after you have placed the Tootega Falls transmitter and are on your way to the North Carmena Community Centre, Shelley should call you in a bit of distress. She will play you a voicemail message which mentions your name. Confirm that you will look into it for her.
  4. After you’re done in the Community Centre, make your way to Funnie’s Car Lot near the Uptown Harbor, and you should hear a phone ringing. Pick up the payphone outside the store and listen to the call. It is a warning to Shelley to stay indoors or she will die.
  5. Contact Shelley and tell her to take the advice seriously and stay indoors. She will do so, and you will save her life and get the trophy.

If you follow our guide, you will save Shelley’s life in Oxenfree 2: Lost Signals and got the “Just Stay Put” trophy.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Oxenfree 2: Lost Signals | How to help Maria https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-how-to-help-maria/ Wed, 12 Jul 2023 07:00:47 +0000 https://www.godisageek.com/?p=280675 How do you solve a problem like Maria?

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You’ll come across Maria quite early in your playthrough of Oxenfree 2: Lost Signals. She hosts a local radio show known as the Camena Advice Line and befriends Riley after she messages in. There is a way to help Maria during the game, particularly with her love life. However, it’s not immediately obvious what you need to do to help her.

Luckily here at God is a Geek, we’ve cracked the puzzle for you, and will lay out everything you need to do for Maria in Oxenfree 2: Lost Signals. What’s more, as a result of this, you’ll also grab the “Unrequited Radio Romance” trophy for your trouble.

Read on to see what you need to do:

Oxenfree 2: Lost Signals | How to help Maria

  1. You can actually miss Maria as a character completely if you’re not careful. When you finish chatting to Evelyn for the first time and are told to find Jacob, open up your walkie-talkie and move it to Channel 8. Speak to this mystery channel, and you will hear a recorded message telling you to tune into 88.1 on your radio to find out when you can call into the advice line
  2. Find Jacob and after a few conversations, he’ll point you in the direction of his radio on the back of his truck. With the radio in hand, you can now tune in to 88.1 frequency. You will hear that the advice line is now open and can be reached on Channel 8 of your walkie-talkie.
  3. After a while (keep checking) you should now be able to chat on Channel 8 to speak to Maria to get some advice. It doesn’t matter what your choices are, but the important thing is, is to keep checking in on Maria as much as possible, like you would with all the other channels.
  4. Once you get out of the cave system, and you talk to Nick for the first time, you should be able to contact Maria again. This time asks her “Know Anything About Violet?”
  5. Later in the story, after you’ve met Charlie for the first time, before the Ranger Station, you can ask her “Know Anything About Charlie?” You can then ask “Is He Dangerous?”.
  6. Later still in the story, after you have placed the transmitter at Tootega Falls and reunited with Jacob, you can call Maria again. This time ask her “Any Olivia Advice?” and here you find out Charlie likes Olivia. She will then ask you what she should do about it. Respond with “Just Ask Him Out.”
  7. Now after a while, Maria will automatically speak to you and ask you to tune in to 88.1 Do so on your radio to hear Maria ask Charlie out. Hearing the conversation in full will get you the trophy.

If you follow these steps, you will have fulfilled the request from Maria in Oxenfree 2: Lost Signals and got the “Unrequited Radio Romance” trophy.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Oxenfree 2: Lost Signals | How to help Hank https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-how-to-help-hank/ Wed, 12 Jul 2023 07:00:44 +0000 https://www.godisageek.com/?p=280655 Help Hank

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You’ll come across Hank quite late in your playthrough of Oxenfree 2: Lost Signals. You’ll find him as you explore the Post Office building in Garland Ghost Town. Hank asks you to do him a favour by helping him investigate the strange goings on. He asks you to take a photo of something living as proof. But what do you have to do to complete this task?

Luckily here at God is a Geek, we’ve cracked the puzzle for you, and will lay out everything you need to do for Hank in Oxenfree 2: Lost Signals. What’s more, as a result of this, you’ll also grab the “I’ve had weirder jobs” trophy for your trouble.

Read on to see what you need to do:

Oxenfree 2: Lost Signals | How to help Hank

  1. To complete this trophy, you need to pick up an item. You can get it well before you actually speak to Hank on the walkie-talkie for the first time. On Horseshoe Beach, where you play “hot and cold” with someone on line 2 of your walkie-talkie, it will eventually lead you to a cave. If you go in there, you can interact with a shoe, which triggers a scene with Rex on the beach. When you come to and can continue on towards Tootega Falls with Jacob, you actually want to go back to the cave instead. Move through it to find the shoe and pick it up. You can technically come back at any point after this to do this, but it makes sense to do it now as we’re passing by.
  2. Much later in the game, when you’re in Garland Ghost Town, you can explore the building to the bottom right of the town. This will be the postman’s office. Upon entering you’ll be greeted with a flash, and then Hank will contact you to tell you he’s investigating strange goings on. As payback for disrupting his work, he asks if you could do him a favour and take a picture of something strange for him. Agree to do this. Jacob will say it sounds like a bad idea but respond with “Well… Maybe”. Then interact with the unit in the house to switch it on.
  3. Use your caster on the tear to open it – you need to do this to progress the story anyway. Then you need to use the EMF transmitters to change the year the tear will take you to. The one next to the tear changes the century, and the one up the ladder from you changes the decade.
  4. The year you want to help Hank is 1930. So make sure the EMF transmitter up the ladder is on “3” and the one by the tear is on “9”. Then enter the tear. There should be a man sitting outside the building. Get Jacob to take a photo by interacting with the man. Exit the tear, and you can call Hank. After a couple of conversation choices, Hank will wish he had more concrete evidence at this point,  so reply with “I Have A Shoe?”.
  5. He will accept your suggestion and ask you to leave it in a safety deposit box back in the Post Office. Head back there and do so. Then talk to Hank a final time and he will introduce his wife, after chatting to her, Hank will be grateful, and you will finally see the trophy pop up.

If you follow these steps, you will have fulfilled the request from Hank in Oxenfree 2: Lost Signals and got the “I’ve had weirder jobs” trophy.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Oxenfree 2: Lost Signals | Collectibles Guide https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-collectibles-guide/ Wed, 12 Jul 2023 07:00:33 +0000 https://www.godisageek.com/?p=280437 Find all the secrets

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Throughout Oxenfree 2: Lost Signals, there are a total of 13 hidden collectibles for you to find. And they’re not just to add background to the story. Doing so will actually bag you a lot of trophies/achievements. You will get the A Flash of GreenPeace in this OceanAmong the Headstones, and Orphaned Dreams trophies for collecting each set of three collectibles. When you get all thirteen, including the final one which doesn’t belong to a set, you will get the One Last Mystery trophy too. So finding the collectibles in Oxenfree 2: Lost Signals is well worth your time.

However, finding all of the collectibles on your own can be tough, so let us guide you through every step of the way with our handy collectibles guide for Oxenfree 2: Lost Signals.

Note: To get the trophy/achievement you must collect the collectibles on a single playthrough. Your collectible collection does not carry over to other saves, and so be sure to pick them all up on the same save.

Oxenfree 2: Lost Signals | Collectibles Guide

Jump to:

Sets: J.B. | Ingrid White | Mel Chapman | Kenneth Young | Final Collectible

J.B. Collectibles

Getting these three Collectibles will net you the A Flash of Green trophy/achievement. Read on to see where you can find them.

Collectible #1

Location: Tootega Falls

When can it be found: Any time after setting up the Charity Point transmitter.

Where to find it: When you enter Tootega Falls for the first time, you will be chasing after Charlie. You can choose to either resolve everything with him first or head straight for the Collectible. It can be found at the base of the Tootega Falls waterfall. Simply head on across the rocks over the river to see the flashing icon. Interact with it for the collectible.

Oxenfree 2 Lost Signals Collectibles

 

Collectible #2

Location: Camber Cape

When can it be found: Any time after acquiring the Climbing Gear

Where to find it: For this collectible, you’ll need to actually backtrack to an area you’ve previously been. Once you have the Climbing Gear from the General Store, make your way back up to Camber Cape, and head back to Animal Burrow in the top right of the area. Now you’ve returned, you’ll see a flashing collectible that wasn’t there before. Pick it up.

 

Collectible #3

Location: Port Tilia

When can it be found:  Any time after setting up the Charity Point transmitter.

Where to find it: When you first enter the Port Tilia area, you can make your way down and to the left. Make your way down to the very bottom-left-hand corner to find the collectible flashing. If you accidentally trigger the Charlie chase scene, don’t worry, you can always grab this afterwards.

Oxenfree 2 Lost Signals Collectibles

 

Ingrid White Collectibles

Getting these three Collectibles will net you the Peace in this Ocean trophy/achievement. Read on to see where you can find them.

Collectible #4

Location: Garland Ghost Town

When can it be found:  Any time after acquiring the Caster radio from the Community Centre.

Where to find it: After you’ve crossed Garland Bridge and entered Garland Ghost Town, head to the upper left area, and you should spot a church. There’s also a cemetery here too. Walk through the cemetery, up the steps, and towards the flashing item on the floor. Go ahead and pick it up

Oxenfree 2 Lost Signals Collectibles

Collectible #5

Location: Funnies Parking Lot

When can it be found: Any time after acquiring the Climbing Gear.

Where to find it: Head to the Parking Lot area, it is to the left of the main starting area, or down the road from where you meet Jacob for the first time. When there, look to the right of Funnie’s Family Market, and you should see a dumpster. Infront of that should be a shiny collectible to pick up.

 

Collectible #6

Location: Port Tilia

When can it be found:  Any time after setting up the Charity Point transmitter.

Where to find it: As you make your way up to the top-right area of Port Tilia, towards the Ranger’s Station, you’ll notice the path branches to the right. There’s a semi-hidden path you need to look out for, and then you can access these pathways and the collectible hidden there.

Oxenfree 2 Lost Signals Collectibles

Mel Chapman Collectibles

Getting these three Collectibles will net you the Among the Headstones trophy/achievement. Read on to see where you can find them.

Collectible #7

Location: Pemmican Trailhead

When can it be found: Any time after acquiring the Climbing Gear.

Where to find it: Take the winding path to the left up Copper Creek Trail to Pemmican Trailhead. Once in the area head up the path until it splits off to the left. Take the left path over a log onto a small rock island. The collectible is there for you to grab.

Oxenfree 2 Lost Signals Collectibles

Collectible #8

Location: Uptown Harbor

When can it be found: Any time after acquiring the Climbing Gear.

Where to find it: This is likely to be the first collectible you find, as it’s right near where you acquire the Climbing Gear from the General Store. From there, head left and up the path, and then head right towards the flagpole that appears just above the General Store. The collectible is on the ground by the base of the flagpole.

Oxenfree 2 Lost Signals Collectibles

Collectible #9

Location: Copper Creek Trail

When can it be found: Any time after acquiring the Climbing Gear.

Where to find it: As you head up Coppe Creek Trail, you can take two different paths towards Pemmican Trailhead. Instead of the winding path to the left, scale the climbable rocks to the right – the rock face has a plaque on it. Once you are at the top, there will be a collectible for you to pick up.

Kenneth Young Collectibles

Getting these three Collectibles will net you the Orphaned Dreams trophy/achievement. Read on to see where you can find them.

Collectible #10

Location: Waterhead Buff

When can it be found: Any time after acquiring the Climbing Gear.

Where to find it: After you’ve escaped the mine by using the tear for the first time and operating the lift, you’ll come out into a large area, where you’ll need to scale some rocks to progress. However, once you’re near the top, actually make your way to the right, and round and down to the bottom-right to find a new collectible.

Collectible #11

Location: Charity Point

When can it be found: Any time after acquiring the Climbing Gear.

Where to find it: As you make your way up Charity Point, you will notice an outcrop of rocks to your right. So before heading over to the left towards Violet, jump over to the right, and then down to reach the ledge with the shiny collectible.

Oxenfree 2 Lost Signals Collectibles

Collectible #12

Location: Horseshoe Beach

When can it be found: Any time after setting up the Tootega Falls transmitter.

Where to find it: Despite being able to access this area before your reach Tootega Falls, this collectible won’t appear until after you have set up the transmitter there. Once you have, you’ll be required to backtrack through Horseshoe Beach. But instead of heading straight left, head down, back to where you began the “hot and cold” game earlier. Near where you found the Chimney in that game, on the beach, is now a shiny collectible.

Final Collectible

Location: Port Tilia

When can it be found: Any time after setting up the Garland transmitter, before you leave the island on the boat.

Where to find it: You need to return back to Jacob’s Cabin in Port Tilia. Below Jacob’s Cabin, you’ll see a walkway the goes down towards a metal building on the right. Outside the metal building will be the final collectible on the floor. Pick it up for an emotional conversation with Jacob.

Oxenfree 2 Lost Signals Collectibles

 

 

 

 

 

 

 

 

 

 

 

 

 

Congratulations, you have now found all the collectibles in Oxenfree 2: Lost Signals.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

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Oxenfree 2: Lost Signals | Trophy Guide https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-trophy-guide/ Wed, 12 Jul 2023 07:00:28 +0000 https://www.godisageek.com/?p=280471 Every last trophy

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If you want every trophy in Oxenfree 2: Lost Signals, you’ve come to the right place. We’ve compiled a list of all the trophies and what you need to do to get each one.

There are a total of 27 trophies/achievements to grab in the game, and getting them all will require multiple playthroughs. Read on below to find every trophy in Oxenfree 2: Lost Signals

Oxenfree 2: Lost Signals Trophy Guide – Playthroughs

In order to get every trophy in Oxenfree 2: Lost Signals, you will need to play through the game a minimum of 3 times. This is because there is a choice at the end of the story that has three different options, each with its own outcome. There are also some trophies that are a result of doing opposite things, so be sure to pick those up on separate playthroughs too.

Oxenfree 2: Lost Signals Trophy Guide

Story-related Trophies

Not every trophy in Oxenfree 2: Lost Signals requires specific choices. Some you can get naturally as you play. These are listed below.

A House in the Woods: Find out the secret at Jacob’s House

  • This trophy is automatically received once you find Maggie Adler’s books in Jacob’s Cabin.

With a View in the Distance: Place the Transmitter at Charity Point

  • You will automatically receive this after you place the second transmitter at Charity Point.

Don’t Get Wet: Place the Transmitter at Tootega Falls

  • You will automatically receive this after you place the third transmitter at Tootega Falls.

Upon the Roof: Place the Transmitter at Garland

  • You will automatically receive this after you place the final transmitter at Garland.

Collectible-related Trophies

There are a total of five trophies to get by collecting all 13 collectibles in the game.

For an in-depth guide on the locations of all 13 collectibles, check out our Collectibles Guide.

The collectible trophies are:

A Flash of Green: Discover the complete Adler Letters Set 1

  • This trophy requires you to find Collectibles #1, #2 and #3

Peace in this Ocean: Discover the complete Adler Letters Set 2

  • This trophy requires you to find Collectibles #4, #5 and #6

Among the Headstones: Discover the complete Adler Letters Set 3

  • This trophy requires you to find Collectibles #7, #8 and #9

Orphaned Dreams: Discover the complete Adler Letters Set 4

  • This trophy requires you to find Collectibles #10, #11 and #12

One Last Mystery: Discovered all Adler letters.

  • This trophy requires you to find all thirteen collectibles in the game.

Walkie-Talkie-related Trophies

Throughout your journey, you will come across various different people who can chat to over your Walkie-Talkie, and each one has a trophy associated with them. The general rule with each person is to be nice and civil to everyone and check in on them as often as you can to progress their stories as efficiently as possible. Read on below to find out how to help each one:

Paycheck Earned: Checked in with Evelyn for all three transmitters

  • This one revolves around Evelyn who automatically contacts you at the beginning of the game. As the story progresses, you come up with a plan to plant three more transmitters. When you tell Evelyn this she will ask you to contact her after each transmitter has been placed. It is important you do this. Sometimes you won’t be able to speak to her instantly after you place the Transmitter, but make sure to not leave an area (perform a screen transition) before using your Walkie-Talkie. Keep trying to reach and eventually, it will work. Do this every time you place a transmitter and this trophy will drop
  • Also, when speaking to Evelyn (make sure you keep checking to see when you can speak to her) she may mention her sister. When given the option, advise her to tell her mother about her sister. This will keep her available for the journey.

The Light of Possibility: Finished Nick’s journey

  • On your way to Charity Point to place a transmitter, Nick – a fisherman – will get in contact with you. He will ask you to find his blue backpack. Accept his request, and then head down in the area you are in to find a small hut. Nick’s blue backpack is inside.
  • With Nick aware of his backpack, he will be silent for a while, but then get back in touch with you later in the story. He will ask you to keep in touch with him throughout the night.
  • You will now need to use your walkie-talkie with Nick a lot of times. The best thing to do (and this is true of everyone on the walkie-talkie) is to check if you can speak to them every time you enter a new screen, or if something interesting happens in the story. Always check, and if there’s an option to speak to him, do it. It will take a lot of conversations, but eventually you will get one that’s a lot of static, and it may seem like Nick is dead. But don’t worry he isn’t.
  • His next call will be quite sombre, but he’s OK. This is the penultimate call and means you’re close. Now call him one last time and he’ll talk about the sky and how it is “bisected”. Respond with “It’s Something Unnatural”, and then “Here’s How to Open It”. Nick will go quiet and you will have helped him through the door and the trophy will pop.

Just Stay Put: Saved Shelley

  • You will find Shelley on your walkie-talkie at the Ranger Station, on your way to Tootega Falls to place the third transmitter. After the story introduction with her is over, you’ll be able to chat with her about what she knows about Parentage.
  • As with everyone else, talk to Shelley whenever you can. Check every time you transition to a new screen or move the story forward to see if a new conversation is available.
  • If you have successfully exhausted her dialogue, after you have placed the Tootega Falls transmitter and are on your way to the North Carmena Community Centre, Shelley should call you in a bit of distress. She will play you a voicemail message which mentions your name. Confirm that you will look into it for her.
  • Now make your way to Funnie’s Car Lot, and you should hear a phone ringing. Pick up the payphone outside the store and listen to the call. It is a warning to Shelley to stay indoors or she will die.
  • Contact Shelley and tell her to take the advice seriously as stay indoors. She will do so and you will save her and get the trophy.

Unrequited Radio Romance: Hear Maria tell Charlie she has a crush on him.

  • This one revolves around Maria who you can actually miss as a character completely if you’re not careful. When you finish chatting to Evelyn for the first time, and are told to find Jacob, open up your walkie-talkie and move it to Channel 8. Speak to this mystery channel, and you will hear a recorded message telling you to tune into 88.1 on your radio to find out when you can call in to the advice line
  • Find Jacob and after a few conversations, he’ll point you in the direction of his radio on the back of his truck. With the radio in hand you can now tune in to 88.1 frequency. You will hear that the advice line is now open and can be reached on Channel 8 of your walkie-talkie.
  • After a while (keep checking) you should now be able to chat on Channel 8 to speak to Maria to get some advice. It doesn’t matter what your choices are, but the important thing is, is to keep checking in on Maria as much as possible, like you would with all the other channels.
  • Once you get out of the cave system, and you talk to Nick for the first time, you should be able to contact Maria again. This time asks her “Know Anything About Violet?”
  • Later in the story, after you’ve met Charlie for the first time, before the Ranger Station, you can ask her “Know Anything About Charlie?” You can then ask “Is He Dangerous?”.
  • Later still in the story, after you have placed the transmitter at Tootega Falls and reunited with Jacob, you can call Maria again. This time ask her “Any Olivia Advice?” and here you find out Charlie likes Olivia. She will then ask you what she should do about it. Respond with “Just Ask Him Out.”
  • Now after a while, Maria will automatically speak to you and ask you to tune in to 88.1 Do so on your radio to hear Maria ask Charlie out. Hearing the conversation in full will get you the trophy.

I’ve had weirder jobs: Delivered the shoe to Hank

  • To complete this trophy, you need to pick up an item. You can get it well before you actually speak to Hank on the walkie-talkie for the first time. On Horseshoe Beach, where you play “hot and cold” with someone on line 2 of your walkie-talkie, it will eventually lead you to a cave. If you go in there, you can interact with a shoe, which triggers a scene with Rex on the beach. When you come to and can continue on towards Tootega Falls with Jacob, you actually want to go back to the cave instead. Move through it to find the shoe and pick it up. You can technically come back at any point after this to do this, but it makes sense to do it now as we’re passing by.
  • Much later in the game, when you’re in Garland Ghost Town, you can explore the building to the bottom right of the town. This will be the postman’s office. Upon entering you’ll be greeted with a flash, and then Hank will contact you to tell you he’s investigating strange goings on. As payback for disrupting his work, he asks if you could do him a favour and take a picture of something strange for him. Agree to do this. Jacob will say it sounds like a bad idea but respond with “Well… Maybe”. Then interact with the unit in the house to switch it on.
  • Use your caster on the tear to open it – you need to do this to progress the story anyway. Then you need to use the EMF transmitters to change the year the tear will take you to. The one next to the tear changes the century, and the one up the ladder from you changes the decade.
  • The year you want to help Hank is 1930. So make sure the EMF transmitter up the ladder is on “3” and the one by the tear is on “9”. Then enter the tear. There should be a man sitting outside the building. Get Jacob to take a photo by interacting with the man. Exit the tear, and you can call Hank. After a couple of conversation choices, Hank will wish he had more concrete evidence at this point,  so reply with “I Have A Shoe?”.
  • He will accept your suggestion and ask you to leave it in a safety deposit box back in the Post Office. Head back there and do so. Then talk to Hank a final time and he will introduce his wife, after chatting to her, Hank will be grateful, and you will finally see the trophy pop up.

 

Planetshine-related Trophies

These trophies relate to the three other characters who you actually see and interact with on Camena. They are Olivia, Violet, and Charlie. Find out what you need to do to get them below:

A Brighter Shade of Violet: Became friendly with Violet

  • There are two parts of the story where you interact with Violet and what you say determines whether you get the Trophy. The first is on Charity Point where a possessed Violet seems to be throwing herself off the bridge. This is a foreshadowing to help her from falling herself. To do this you must say “Okay I’m Not Moving” when Violet asks you to stay away. Then say “It’s Not Your Fault” and then “That’s Okay”. Lastly, choose “[Explain How To Leave]” and then “They Won’t” to make Violet leave calmly and safely.
  • Next, you’ll meet in the North Camena Community Centre and an argument breaks out with Olivia who will turn on Violet. When Olivia says to Violet “Who gives a crap what you like?” answer with “Leave Her Alone, Olivia.”
  • You’ll know you’ve done this correctly when Violet declares she’s not on Olivia’s side anymore.
  • Note: Even if you followed all these steps correctly, you won’t get this trophy until the end of the game.

Charlie’s Angel: Became friendly with Charlie

  • There are two parts of the story where you interact with Charlie and what you say determines whether you get the Trophy. The first is at Tootega Falls where Jacob threatens to hit Charlie. You need to intervene. Once Jacob spots Charlie and runs after him, begin by shouting “Jacob, Relax!”. Then when Charlie has finished talking make sure to say “Back Off Jacob”. Then you can say “Tell us What You’re Up To” and then “Funny”. Jacob will begin to take matters into his own hands. You should follow up with “Okay, That’s Too Far” and then follow the prompt on the screen to actually Stop Jacob. Don’t forget that step. Jacob will storm off but Charlie will be grateful. Follow up with him saying “I’m Just Trying to Help” and then “Talk!” and finally “You Need Whose Help?”. This will cause Charlie to be possessed and disappear to the waterfall.
  • Now you need to help Charlie at the waterfall. Use the radio to create a portal that will save him after a lengthy scene.
  • Next, you’ll meet in the North Camena Community Centre and an argument breaks out with Olivia who will turn on Charlie. When Olivia says to Charlie “Charlie, take them down. You have your knife right?” answer with “Whoa, Hold On!” Then follow that up with “You’ll Be Okay, Charlie.”
  • You’ll know you’ve done this correctly when Charlie declares she’s not on Olivia’s side anymore.
  • Note: Even if you followed all these steps correctly, you won’t get this trophy until the end of the game.

Hurt Healed: Became friendly with Olivia

  • We’re working on this trophy. Come back later when this guide is updated.

Problem Solved and Shattered: Prevented Olivia from tuning the Portal and smashed her Radio

  • This trophy centres around the key moment in the North Camena Community Centre when the Sunken appear, and Olivia tries to tune into the Portal. Your job as Riley is to prevent her from doing so.
  • To earn this trophy, you need to successfully stop her three times from tuning the radio and activating the portal. Each time, the Community Centre will shift, knocking the radio to a new location. Head there as quickly as you can to disrupt Olivia’s plan.
  • Once you’ve succeeded, there will be a lengthy conversation where you try and ascertain what is going on. Eventually, Olivia will ask for her radio back. When given the option, to pick, choose [Smash Radio]. This will get you the trophy.

On Top of Things: prevent Olivia from tuning the portal in any way.

  • Like “Problem Solved and Shattered”, this trophy centres around the key moment in the North Camena Community Centre when the Sunken appear, and Olivia tries to tune into the Portal.
  • Note: This trophy is much easier if you have befriended Violet and Charlie. View the walkthroughs for A Brighter Shade of Violet and Charlie’s Angel for help there. If you are friends, they disrupt Olivia when she is getting to each radio, giving you more of a chance.
  • Your job this time, is to flawlessly execute stopping Olivia. She can begin tuning the radio to try and find the right frequency each time, but she mustn’t have too much time at any point to begin locating the right frequency to begin opening the portal. Once she runs off upstairs to grab the radio, follow her up, either using the same left stairs, or the right ones if you prefer. Just get to her quickly before the portal begins to open.
  • Now the house begins to shake. You need to get to each new radio location before Olivia find the correct channel each time.If you succeed in this three times, you will get the trophy.
  • For the first radio, you’ll need to head immediately right and then out the door, to the outside. Head down the ladder, and then back into the house, into the shrine area to pick up the radio.
  • For the next one, head left, and then down the stairs to the ground floor, then hurry to the left, and then up the stairs to the radio location.
  • For the final one, the whole house gets flipped ninety degrees and you’ll need to climb the bannisters vertically. Head to the one to your left and interact to climb. Swing right to the step-ladder, then climb some more and then swing back left to the bannister. You’ll reach a gap in the bannister you’ll need to jump over. Then jump up to the floor, shimmy to your right, and jump up to get the radio.

Oxenfree 2 Lost Signals Trophy Guide | Miscellaneous Trophies

He sounded familiar: Talked to a young radio enthusiast

  • For the trophy, you will first need to play through a large chunk of the game, until you get to Ghost Town Garland. Here you will need to find your way into the mines using Hank’s EMF transmitters.For more information on how to do this, check out our Oxenfree 2 complete walkthrough.
  • Once you have made your way into the mines, proceed upwards through them, until you actually end up back outside, near the top of the church clocktower.
  • Head on over to the clocktower, by dropping off the ledge and then climbing up. As Riley, you’ll then want to set up the final transmitter on the top. As you do so, Jacob will remark about the smell of rotting wood, and then accidentally fall through the clocktower, and into the church below.
  • The shock of this naturally causes you to want to drop down into the church to save him but do not do this.
  • Instead, bizarrely, what you need to do during this emergency is bring out your walkie-talkie. You’ll want to head on over to the previously-unused channel 9. You should then hear a new conversation, you’ve not heard before:

    Kid: Hey, breaker, breaker, you got, uh, Big Claw, here.

    Kid: What’s the, uh, the skinny on the minnies out there, over.

    Female Voice: What did I say? No walkie-talkie before dinner, now your brother is-

    Kid: [static; hangs up]

    This is actually a conversation between Jacob and his brother from when they were younger. When the conversation is over the trophy should pop.

Who could resist?: Pet Athena

  • Once you have raised all the transmitters, you will return to the main Harbor to prepare for the final showdown. As you do, you will come across Jacob’s dog Athena.
  • After a few conversation options, when given the choice, choose “Can I Pet Her?” After another conversation choice, you will get the option to perform the Pet action on Athena. Doing so will net you the trophy.

Master of your domain: Didn’t pet Athena

  • Once you have raised all the transmitters, you will return to the main Harbor to prepare for the final showdown. As you do, you will come across Jacob’s dog Athena.
  • However, this time, you want to resist petting her and just walk away.
  • Note: This trophy should pop as you leave for Edward’s Island on the boat. Otherwise, technically you could go back and pet the dog.

Merry Scary Christmas: Created the scariest One-Word Story

  • This trophy becomes available once you enter 1899 mine by going through the first tear in the game. Keep walking through the mine, and Jacob will suggest playing a game of One Word Story. You need to select the correct One Word Story, so pay attention to the following:
  • Jacob will begin the story with the word “ONCE”
  • You will now have three options to choose from. You need to select “SANTA”.
  • Jacob will chuckle and then offer up the word “ATE” to continue your story.
  • Here you now need to pick the option “FOURTEEN” to progress the story correctly.
  • Jacob will offer up the macabre next word of “CHILDREN”.
  • Now it is your turn and you need to choose “LOUDLY”.
  • If done correctly you will both reflect on the dark story of “Once Santa at fourteen children loudly”
  • If you told this story, you will get yourself the trophy.

3am Food Friends: Agreed to be a special kind of friends

  • The first thing to note about this trophy is that you and Jacob must be good friends at this point. Make sure to do everything possible during each conversation to be friendly and supportive towards Jacob.
  • After you are returning from Tootega Falls, and heading towards North Carmena Community Centre, Jacob will strike up a conversation. Specifically, he will ask you if can ask you a dumb question. Reply with “Sure.”
  • Note: This is the earliest this conversation can happen, if it doesn’t happen, keep playing and being nice to Jacob and he may say it later, after the Community Centre event for example.
  • He will ask if you want to be friends after the adventure. Reply with “Yes But That’s Not a Dumb Question”. After a bit more chatter, he will asks “What do we call this new friendship?” and then you need to choose “We’re 3am Food Friends”. The conversation will then conclude and you will get this trophy.

Ending-related Trophies

All three of these next trophies reside on a key decision you can make at the end of the game. Depending on what you choose, gets you a different trophy.

BIG SPOILERS AHEAD

You need to decide who enters the Portal to effectively save the day and end the story. And who you choose gets you different trophies. This is why you need to replay the game three times to get all the trophies. As you will need to select a different option each time. See below for more information

A good day waiting on the other side: “…accept what you find”

  • For this option, you need to choose Riley to go into the portal. It will mean she won’t be able to give birth to her child, but it saves everyone else.

Take care of Athena: “…the apex of my accomplishment”

  • For this option, you need to choose Jacob to go into the portal. For this, a couple of things need to be true. Firstly, you need to become good friends with Jacob throughout. It is recommended to be nice to Jacob throughout anyway, as it keeps other trophy options available.
  • Secondly, when you are talking at the boat, about to set off for Edwards Island, make sure you don’t ask Jacob to stay behind. He needs to be there to go through the portal, naturally.

With Planetshine in her eyes: “Finally… Planetshine”

  • For this option, you need to choose Olivia to go into the portal. It will mean she will be reunited with her dead parents.

 

Congratulations, you should now have every trophy in Oxenfree 2: Lost Signals.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

 

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Oxenfree 2: Lost Signals | How to help Nick https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-how-to-help-nick/ Wed, 12 Jul 2023 07:00:23 +0000 https://www.godisageek.com/?p=280684 In the nick of time

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You’ll first meet fisherman Nick on your way to the second transmitter, fairly early in your playthrough of Oxenfree 2: Lost Signals. He’s an ex-Airforce veteran who has always dreamed of exploring the unknown. He’s a great character, and not nearly as hard to get along with as some of Riley’s radio buddies. But if you want to help him survive the night, you need to steer him through the rough seas around Camena Coast.

Luckily, we’ve got the solution for you here at God is a Geek. Follow this guide, and we’ll lay out everything you need to do for Nick in Oxenfree 2: Lost Signals. Completing this will also net you the the “Light of Possibility” trophy for your trouble.

Read on to see what you need to do:

Oxenfree 2: Lost Signals | How to help Nick

  1. On your way to Charity Point to place a transmitter, Nick – a fisherman – will get in contact with you. He will ask you to find his blue backpack. Accept his request, and then head down in the area you are in to find a small hut. Nick’s blue backpack is inside.
  2. With Nick aware of his backpack, he will be silent for a while, but then get back in touch with you later in the story. He will ask you to keep in touch with him throughout the night.
  3. You will now need to use your walkie-talkie with Nick a lot of times. The best thing to do (and this is true of everyone on the walkie-talkie) is to check if you can speak to them every time you enter a new screen, or if something interesting happens in the story. Always check, and if there’s an option to speak to him, do it. It will take a lot of conversations, but eventually you will get one that’s a lot of static. It’s a fantastic sequence, and it may seem like Nick has died. But don’t worry, he hasn’t.
  4. His next call will be quite sombre, but he’s OK. This is the penultimate call and means you’re close. Now call him one last time and he’ll talk about the sky and how it is “bisected”. Respond with “It’s Something Unnatural”, and then “Here’s How to Open It”. Nick will go quiet and you will have helped him through the door and the trophy will pop.

If you follow these steps, you will have fulfilled Nick’s side-story in Oxenfree 2: Lost Signals and got the “Light of Possibility” trophy.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Oxenfree 2: Lost Signals Complete Walkthrough https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-complete-walkthrough/ Wed, 12 Jul 2023 07:00:21 +0000 https://www.godisageek.com/?p=280462 Every step you take

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Oxenfree 2: Lost Signals has been a long time coming. After Night School Studios debut title, Oxenfree, was released in 2016, fans have been wanting the sequel and have had to wait over half a decade for it. But it’s here now, available on Switch, PS4, PlayStation 5, PC, Mac, and even Netflix. In fact, that Netflix audience might even bring a new audience to the game and the genre, so our Oxenfree 2: Lost Signals walkthrough might be exactly what you need, especially if you’re new to the genre.

While the sequel does stay true to a lot of the ideas from the first game, it’s more puzzle orientated and has some optional quests that require you to use the old grey matter a bit, and our Oxenfree 2: Lost Signals walkthrough is going to solve all that and more for you, so let’s get started. Oh and be warned, to get 100% for the trophies or achievements, and to see all the endings, you will need to play through the game more than once, as there’s no way to manually save.

Also bear in mind that although this walkthrough will point out collectibles and side content as they come up, the purpose of this is to guide you along the critical path. We have more detailed guides for the side missions, trophies, and collectibles.

 

Oxenfree 2: Lost Signals Complete Walkthrough

Jump to:

Part 1: Getting Started and the First Transmitter

Part 2: Returning to the First Transmitter

Part 3: Jacob’s Cabin

Part 4: The Caves

Part 5: The Second Transmitter

Part 6: The Ranger Station

Part 7: The Third Transmitter

Part 8: The North Camena Community Centre

Part 9: Garland and the final Transmitter

Part 10: Before you go any further…

Part 11: The Final Push

 

Part 1: Getting Started and the First Transmitter

Oxenfree 2: Lost Signals begins with protagonist Riley waking up beneath an old lighthouse. Her radio will buzz, and a voice on the other side will talk. You won’t be able to make out most of it, so push on towards the steps and head on upwards to a graffiti-covered house above you. Go inside, ignoring the mess, and climb up towards the lighthouse. Interact with the tear and go through, and you’ll see a woman watching the sea. Talk to her to trigger a short scene.

Riley will now wake up on a bus stop bench in the town of Camena. Her radio is buzzing again, and this time it’s Evelyn, her new supervisor. She’ll give you details about your new job. It doesn’t really matter how you respond, but you can ask more about how certain things will work in the game and get some backstory about Riley and why she’s in Camena.

Evelyn will tell you to go up to the General Store and get your climbing gear, as you’ll be planting transmitters up and down the coast. Follow her instructions and head up to the General Store. She’ll take the time to fill you in on how the walkie-talkie works, so pay attention as you’ll be using it a lot throughout the game.

The General Store will be locked, so call Evelyn on Channel 7 and she’ll direct you to find Jacob Summers, your new partner. Head up the hill, past the bulletin board (which you can interact with), and walk towards Copper Creek Trail.

Oxenfree 2 Lost Signals Walkthrough

Continue to follow the path upwards, over the bridge, and then head downwards at the notice board. You’ll find Jacob having car trouble. Talk with him and then with Evelyn over the radio. You can choose to be nice or not, but if you’re looking to make friends with Jacob (which several trophies rely on), try to be nice and encouraging with him where possible. His car is wrecked, so you’ll need to proceed on foot. Jacob has the first transmitter you need, and he will give you a radio with which to tune into the local airwaves. This is a crucial tool that you’ll need throughout the adventure.

Once you’re on the move again, head upwards with Jacob towards the Pemmican Trailhead, which will lead all the way up past a creepy little shrine, a ledge you’ll need to shimmy over, and eventually a pair of benches. Choose to rest with Jacob or push on, and continue upwards. In the next screen you’ll come to a locked gate. Call Evelyn and she’ll ask you to get creative, so climb the nearby rockface, jump across the ledge above, and follow the path round until you’re on the other side of the gate. Unlock it for Jacob to come through.

Now you need to head up a bit further, past an animal burrow you can interact with (and where there’ll be a collectible later on), and you’ll find a little shelter overlooking a view of Edwards Island. Hop over the rail and down to the outcrop, where you can place the first transmitter. You’ll need to align the dish, which is a simple case of moving the sticks around until the light on the readout turns blue.

Once the dish is aligned, a short cutscene will play which will see a strange portal open over Edwards Island. Riley will now jump to two other destinations where all you can do is choose dialogue. The first is her with a young boy, the second is her on the beach with three kids wearing creepy masks, one of whom will approach you. After a short time, Riley will wake up on the bus stop bench in town again, with Evelyn on the radio.

 

Part 2: Returning to the First Transmitter

Oxenfree 2 Lost Signals Walkthrough

Riley takes the timeloop surprisingly well, so talk to Evelyn and then head up to the general store. As you approach it, the window will smash and the teen from the beach will come through. Whatever you say to her, you’ll immediately wake up back on the bench. Head back up to see the General Store ablaze, with the girl apparently talking to a glowing red spirit.

When you wake up again, head back up to where the General Store is still burning and head right. There’s now a weird machine on the bridge. Interact with it to trigger a mini-game where you’ll need to use both sticks to bring the shapes in-line. Now you’ll wake up yet again, and now need to head back up and instead go left, where there’s another machine. The puzzle is different but mechanically similar. Solve this one, and everything will go back to normal – only Jacob is missing.

You can follow your map back to where you first met Jacob, where you’ll find him again, freaking out about what happened and trying to fix his car. Talk to him and contact Evelyn. Regardless of what you say, you’ll be roped into finishing the job – which at this point means returning to the first transmitter. Take the radio and head on back up the hill.

On the way, your walkie-talkie will go off and you can listen to the three teens from the beach talking – or you can choose to interrupt, one of them – the ringleader – will call you back and tease you a little. Follow the same path as before, only now the locked gate is unlocked when you get there. Head up and up, then locate the first transmitter and interact with it.

Oxenfree 2 Lost Signals Walkthrough

After some spooky goings-on, Jacob will become possessed by a strange spirit and start glowing red. He’ll walk away, so follow him, and when he starts to mumble and Riley says she has to do something, pull out the radio with the right trigger. Now you need to tune the radio until you feel a vibration and hear audio interference, which should be around 92 – 93. Hold it in that spot and you’ll notice a little triangle begin to form in the air.

Jacob will react, too. Take it up to 100, and a second triangle will form and Jacob will start to levitate. At around 107.7, a third triangle will appear and create a huge portal similar to the one over Edwards Island. Jacob will drop, free. Now a strange voice will talk to Riley, and after a short series of flashbacks, you’ll find yourself with Jacob, beneath the portal, with a strange red figure walking towards you. Speak to it or don’t, and you’ll awaken with Jacob on a cliff edge near the entrance to Garland, with a climbing anchor nearby. You need your climbing gear to use it, which you don’t have yet. First, you’ll need to make a detour.

 

Part 3: Jacob’s Cabin

Head to the right and you’ll find yourself at Jacob’s truck again, with a timestamp of 11pm. Go right on by the truck, and head up the steps and past the notice board. Now cross the river using the stepping stones and head right into Berenson’s Creek. Jacob wants to retrieve some journals from his “cottage”, but first you have to get in and he’s locked himself out. Classic Jacob!

Despite the solution being pretty obvious (there’s a ladder right there), you’ll need to jump through a few hoops. First of all, you need to try to get in, so head to the front of the house and interact with the doggie door. Even though it looks like Riley would easily fit, she cant, and all you can do is interact uselessly with the lightswitch, a broom, and the garage door opener that’s out of reach. Come out, go right past Jacob and up to the red side door. Interact with it to see that it is locked, but now you can interact with the open window above.

Oxenfree 2 Lost Signals Walkthrough

Go back down, grab the ladder, return to the open window, place it down then climb up. Once inside you can go right to Jacob or look through his stuff, so do that. You’ll find some expositional objects and then head downstairs. His phone will ring and you’ll get a creepy phone call intended for Riley.

Now let Jacob in and he’ll start looking through his journals, eventually finding what he needs and piecing together a few theories. Essentially, to close the portal over Edwards Island, you need to plant three more transmitters, equidistant and at an elevation of 3000m. Luckily, Jacob knows just where to get them, too.

Use your map to return to the General Store. Jacob will lead you round behind it and locate the spare key to get inside, where you’ll need to blindly interact with a backpack to retrieve your climbing gear. You’re now equipped to use climbing anchors, which will allow you much more freedom around Camena.

COLLECTIBLE #8

Once you leave, head up the hill above you and go right by the bulletin board. You’ll see a solitary flag, and you should now see something that wasn’t there before: a tiny flashing light on the ground. This is your first collectible of thirteen, which are correspondences that help flesh out the backstory of Maggie Adler and Edwards Island.

You can also now explore previous areas of the map and pick up the following Collectibles:

  • Collectible #2
  • Collectible #5
  • Collectible #7
  • Collectible #9

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

 

Part 4: The Caves

Oxenfree 2 Lost Signals Walkthrough

Now equipped to climb, head back to Jacob’s cabin, and this time head up the hill behind it, and climb the rock face. Continue upwards to Waterhead Bluffs. Once in the next screen, interact with the climbing anchor to make a way downwards. You will reach a large gap, and acan either try to jump it or hop down – either way, you end up in the same place because gravity is a bitch. Continue down and you’ll see a cave opening on the left. Head on in.

Move through the small cave and you’ll emerge to find yourself shrouded in fog. A mystery man will call you on channel 5. Talk to him until he goes away, and he will immediately be followed by a guy who introduces himself as Nick Stuart, a local fisherman and retired amateur explorer. Pay attention to him, because he’s one of the people whose fates will be decided by your actions. You’ll notice that the fog has cleared, so head downwards to find the fisherman’s shack Nick tells you about. Head inside to locate his missing blue backpack, which is part of his “quest” should you want to get him out of this safely.

From the fisherman’s shack, head back up the climbable wall and go right then left into the next cave. You’ll see two climbing anchors above you which you don’t need to worry about yet. Go right through the cave until you reach some broken cables to interact with. You will need to descend to the cavern floor so keep moving down and left until you’re walking beside water. Cue an unsettling cutscene, so be prepared.

Eventually, you’ll find yourself below the broken cables, which you’ll learn is a derelict elevator from the old mining network. Keep going to find a canary in a cage and a climbing anchor. Use the anchor to go down and you’ll find a glowing golden tear in the air. For now you can’t interact with it beyond examining it. Head right until you reach the cave-in and Riley will suggest “using” the tear. So go do that.

Oxenfree 2 Lost Signals Walkthrough

You’ll need to tune to the right frequency with your radio, but once you do, the tear will open. Interact with it to go through, and you will find yourself in 1899 when the mine was still in operation.

TROPHY: MERRY SCARY CHRISTMAS

Keep walking through the mine, and Jacob will suggest playing a game of One Word Story. This is an opportunity to grab a trophy, but only if you select the correct One Word Story, so pay attention to the following:

Jacob will begin the story with the word “ONCE”

You will now have three options to choose from. You need to select “SANTA”.

Jacob will chuckle and then offer up the word “ATE” to continue your story.

Here you now need to pick the option “FOURTEEN” to progress the story correctly.

Jacob will offer up the macabre next word of “CHILDREN”.

Now it is your turn and you need to choose “LOUDLY”.

If done correctly you will both reflect on the dark story of “Once Santa at fourteen children loudly”

If you told this story, you will get yourself the “Merry Scary Christmas” trophy/achievement.

Click here for our full trophy guide for Oxenfree 2: Lost Signals

Go back and past the bird, which has been replaced with a dead one, suggesting all was not well in 1899. You’ll find the elevator operational, but the lever is activated from the bottom, so only one of you can ride in it. Bring it down and Jacob will get in, but when you send him up the cave will begin to shake. To get out, Riley will need to jump across the gap, so send the elevator back up so that the top of it bridges the gap to wear Jacob is. Now climb up the ladder quickly, jump to Jacob, and return to the present.

After all that excitement, it’s nice to be back outside again.

COLLECTIBLE #10

As you are scaling the rockface, you’ll be tempted to just keep going upwards. However, once you’re near the top, actually make your way to the right, and round and down the slope to the bottom right to find a new collectible.

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

Now head up to the cliff face, jumping from point to point, and lower the climbing rope for Jacob using the anchor. Head into the next cave, which moves right to left, and climb up the rockface. A few more steps in, and there’ll be a small gap to jump. Immediately after you do, Riley will get jump-scared and fall right off, landing below in the dark.

When Riley wakes up, she’ll be with her dad, quite possibly hallucinating an old memory of a time before they became estranged. Just follow the sequence, answering the questions however you see fit, until you eventually climb up to a ledge above. As you crawl under a tight overpass, the image will distort and you’ll find Jacob waiting by the ladder out.

 

Part 5: The Second Transmitter

Oxenfree 2 Lost Signals Walkthrough

Once you’re back outside, go up to the left and into the next cave. You’ll hear a voice on the radio of someone called Violet, a friend of Olivia Massel, the girl who confronted you outside the General Store at the beginning. Jacob knows of Olivia, who’s the surviving daughter of the Massel family, the primary members of a cult known as Parentage that has been around in Camena for a while. Her parents were killed in a plane crash, leaving her to practically raise herself.

The cave will spit you straight out the other side without needing to walk through it.

COLLECTIBLE #11

As you make your way up Charity Point, you will notice an outcrop of rocks to your right. So before heading over to the left towards Violet, jump over to the right, and then down to reach the ledge with the shiny collectible.

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

Now head back to the left beneath a small bridge to find Violet being accosted by a glowing red spirit on another bridge just beyond. Hurry up the ladder just in time to see Violet plummet to her apparent death.

At this point the world will distort, and you’ll be transported back a few metres. Violet will be up on the bridge, and Jacob will be sitting down on the ledeg by you. Both will have glowing, possessed eyes. Run by Jacob and up the ladder, and steel yourself for a short sequence of repeated teen suicide. Tell Violet not to jump when the option comes up, but she will anyway. Shortly after, Riley herself will fall, and you’ll find yourself back with Dad.

Finish the conversation, and Riley will be transported back to the present day. Jacob and Violet are still possessed, with the latter now walking along the rail of the bridge. If you head up and move towards her she’ll fall again, so instead go past Jacob to the right and find another radio tuning machine. Align the waveforms and Jacob will return to normal.

Oxenfree 2 Lost Signals Walkthrough

Now head back to the bridge where Violet is. If you want the best possible ending, you’ll need to make friends with Parentage. You can start here by being nice to Violet. There may be multiple choices that work, but during the conversation we chose “Take a breath”, “It’s not going to let you leave”, “Explain how to leave”, and “They won’t”.

When Violet is gone, head back to the right and up to Charity Point where you can place the second transmitter. Align the dish like before and watch the light show. Pat yourself on the back and head down, where you’ll see another bizarre hallucination, this one an apparent flash forward to Riley’s future. When it’s done, call Evelyn on Channel 7 and update her on your progress.

 

Part 6: The Ranger Station

Wander back down and head left, using the climbing anchors you saw earlier to get back down the hillside. Go back up to the right and re-enter Berenson Creek. When you’re back at Jacob’s house, you’ll have another vision, this time of Olivia trying to talk to her parents. It’s clear she misses them and wants to reach somewhere or something she calls “Planetshine”. When the hallucination fades, you’ll be back with Jacob.

Go to the right from Jacob’s house and exit to Port Tilia. Your destination is the Ranger’s Station, where Olivia has sent her other accomplice, Charlie. Clamber down using climbing anchors and you’ll spot Charlie. When Jacob gives chase, shout encouragement and follow them. He’ll go through an archway and lock the gate behind him, and you can’t get through. As with Violet, you need to be nice to Charlie from here if you want to make friends with him. He’ll run off, but ignore him for now. You have more pressing matters, and you need the key from the Ranger’s Station.

Oxenfree 2 Lost Signals Walkthrough

COLLECTIBLE #3

Go back to the left, climb the rock face on the far side of the waterfall, and head left and down to snag another collectible from the ledge.

COLLECTIBLE #6

Now go over the stepping stones above the waterfall and stop at the bulletin board. Now head right through a semi-hidden path for another collectible.

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

Then come back and take the path upwards to the Ranger’s Station. Go inside to find that it has been ransacked by Parentage.

You can explore the place a little, but you’ll need to use the phone to progress. Redial the last number called, as the other options are a waste of time. A Park Ranger named Shelley will answer. Tell her you need help, and she’ll go off to check on something, then come back. She’s easy to talk to and will tell you that she’ll help and you can find her on Channel 1 from now on. As with Evelyn and Nick, you’ll need to make the correct choices going forward in order to save her. She’ll tell you where the key is (it’s on the board by the phone), so take it and head back outside.

Go through the locked gate and make your way to the right. Eventually, you’ll drop down onto a beach and cross it under the light of the full moon. It’s one of the prettiest shots in the game, so drink it in. Once you’re on the other side, climb up and Jacob will spot Charlie and chase him again. Unfortunately, the cliff face he climbs will crumble, leaving you stranded on the beach. Once you’re alone, it all starts to get creepy again pretty quickly.

You’ll be contacted by a mystery caller on Channel 2 who wants to play a game of hide and seek. You can opt to not play, or even fail it, but if you’re trying to get the 100% completion you need to win. Follow the instructions you’re given, specifically the colder / warmer call-outs. The first target is a lamp to the far left of the area, just where you climbed up from the beach. Then you’ll be looking for an old burned-out fireplace at ground level, and finally, a cave entrance blocked by a boulder.

 

Part 7: The Third Transmitter

Oxenfree 2 Lost Signals Walkthrough

Move the boulder and enter the cave, and then follow the passage down to find an abandoned shoe. Interact with it to trigger a long flash forwards showing Riley and her eventual son, Rex. I don’t think you can make bad choices here, but after the sequence you’ll be back with Jacob on the beach, and he’ll tell you he lost Charlie.

Shake it off and climb up the rock face beside you and continue on (but dive back into the cave and collect the shoe – you need it later for an optional concern). When you enter the next screen it’s 1am, and you can contact Shelley for some advice here but she’ll just tell you to stop and smell the roses. Continue down and Jacob will spot Charlie again and chase him past some old graffiti-covered ruins.

When Jacob collars Charlie he’s furious, so you need to talk him down if you want to ultimately make friends with Charlie and rescue him from Olivia’s nightmare. We used the following dialogue choices going forward: “Back off, Jacob!”, “Tell us what you’re up to”, “God, you’re an ass”, “Woah, that’s too far!”. Now walk forward and interact when you see the words STOP JACOB. Now choose “Let me talk to him”, and “You explain tonight”, followed by “You need whose help?”

Now Charlie will become possessed and teleport to the ledge above you. Follow him up to find him on a huge bridge, still red-eyed. You need to tune your radio like you did when Jacob was possessed before. Spin the dial to 92, 101, and 107.7. The triangle will appear, and Charlie will be released to fall back to the ground.

Oxenfree 2 Lost Signals Walkthrough

After communing with the Sunken some more, check on Charlie to find that he’s alive but unconscious. You can’t help him, so Jacob suggests continuing on with your mission: plant the third transmitter.

COLLECTIBLE #1

Go right across the bridge and down to find a collectible on the stepping stones below you, then climb back up on the steps to the left.

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

Go left from the bridge and scale the cliff face, Plant the third transmitter at the highest point and align the dish as you have before. Go through the flash-forwards, and then when you return to the present day, Jacob will be missing. Don’t panic, he’s down on the bridge, but Charlie is gone. Call Evelyn and update her, then continue on. If you head back towards the moonlit beach, you’ll hear radio chatter from Parentage that will clue you in on their plan. They intend to build a device to disrupt your transmitters – for whatever reason, Olivia is hell-bent on letting the Sunken into our world.

COLLECTIBLE #12

Despite being able to access this area before your reach Tootega Falls, this collectible won’t appear until after you have set up the transmitter there. Once you have, you’ll be required to backtrack through Horseshoe Beach. But instead of heading straight left, head down, back to where you began the “hot and cold” game earlier. Near where you found the Chimney in that game, on the beach, is now a shiny collectible.

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

Part 8: The North Camena Community Centre

Parentage seem to be operating out of the town Community Centre. You’ve a long walk ahead of you now, as you need to go all the way back to the Uptown Harbour where Riley first woke up on the bus stop bench. Take this time to radio everyone: Shelley, Evelyn, Nick, and if you can, Maria. You can advance all of their stories by regularly interacting.

Shelley is courageous but will put herself in danger a lot if you don’t stop her; Nick will sail right into the eye of the storm unless you give him the knowledge he needs to survive; and Evelyn will lose her sister if you don’t persuade her to get into contact with her family. You can’t resolve everything at this point, but it’s worth remembering to check in with everybody as you travel.

TROPHY: 3AM FOOD FRIENDS

  • The first thing to note about this trophy is that you and Jacob must be good friends at this point. Make sure to do everything possible during each conversation to be friendly and supportive towards Jacob.
  • After you are returning from Tootega Falls, and heading towards North Carmena Community Centre, Jacob will strike up a conversation. Specifically, he will ask you if can ask you a dumb question. Reply with “Sure.”
  • Note: This is the earliest this conversation can happen, if it doesn’t happen, keep playing and being nice to Jacob and he may say it later, after the Community Centre event for example.
  • He will ask if you want to be friends after the adventure. Reply with “Yes But That’s Not a Dumb Question”. After a bit more chatter, he will asks “What do we call this new friendship?” and then you need to choose “We’re 3am Food Friends”. The conversation will then conclude and you will get this trophy.

Click here for our full trophy guide for Oxenfree 2: Lost Signals

Oxenfree 2 Lost Signals Walkthrough

Go right from Uptown Harbor and you’ll find yourself at the gates to the community centre. Head inside, and make your way to the top level where you’ll find a more powerful radio on a shelf. Head outside through the door to the right and inspect the antenna Olivia has built. It’s too sturdy to wreck manually, so you’ll need to power it down.

Follow the power cords downstairs, examing the various paraphernalia on the way. You’ll find a room with a poster on the wall and a heavy box on top of the wires. Move the box to find a secret door to the basement. Head downstairs and wreck all of Parentage’s shit – then freeze. The kids are back upstairs, and Olivia is furious.

You can’t really avoid being caught so just head upstairs and confront them. Olivia will lose her shit pretty quickly, and she’s backed up by the Sunken. Do your best to talk Violet and Charlie down, and Olivia too, whenever you can. Eventually, though, she’ll pull out a radio and start trying to tune into the other world. You need to stop her.

The community centre will be distorted, tipping up on its side. Ignore the distraction and follow Olivia, interacting with her as quickly as you can three times to stop her from opening a portal. Eventually – if you succeed – gravity will realign and you’ll be able to take the radio off her. Choose whether to smash it or keep it – but either way, get ready for some revelations.

TROPHY: PROBLEM SOLVED AND SHATTERED

  • This trophy centres around the key moment in the North Camena Community Centre when the Sunken appear, and Olivia tries to tune into the Portal. Your job as Riley is to prevent her from doing so.
  • To earn this trophy, you need to successfully stop her three times from tuning the radio and activating the portal. Each time, the Community Centre will shift, knocking the radio to a new location. Head there as quickly as you can to disrupt Olivia’s plan.
  • Once you’ve succeeded, there will be a lengthy conversation where you try and ascertain what is going on. Eventually, Olivia will ask for her radio back. When given the option, to pick, choose [Smash Radio]. This will get you the trophy.

TROPHY: ON TOP OF THINGS

  • Like “Problem Solved and Shattered”, this trophy centres around the key moment in the North Camena Community Centre when the Sunken appear, and Olivia tries to tune into the Portal.
  • Note: This trophy is much easier if you have befriended Violet and Charlie. View the walkthroughs for A Brighter Shade of Violet and Charlie’s Angel for help there. If you are friends, they disrupt Olivia when she is getting to each radio, giving you more of a chance.
  • Your job this time, is to flawlessly execute stopping Olivia. She can begin tuning the radio to try and find the right frequency each time, but she mustn’t have too much time at any point to begin locating the right frequency to begin opening the portal. Once she runs off upstairs to grab the radio, follow her up, either using the same left stairs, or the right ones if you prefer. Just get to her quickly before the portal begins to open.
  • Now the house begins to shake. You need to get to each new radio location before Olivia find the correct channel each time.If you succeed in this three times, you will get the trophy.
  • For the first radio, you’ll need to head immediately right and then out the door, to the outside. Head down the ladder, and then back into the house, into the shrine area to pick up the radio.
  • For the next one, head left, and then down the stairs to the ground floor, then hurry to the left, and then up the stairs to the radio location.
  • For the final one, the whole house gets flipped ninety degrees and you’ll need to climb the bannisters vertically. Head to the one to your left and interact to climb. Swing right to the step-ladder, then climb some more and then swing back left to the bannister. You’ll reach a gap in the bannister you’ll need to jump over. Then jump up to the floor, shimmy to your right, and jump up to get the radio.

Click here for our full trophy guide for Oxenfree 2: Lost Signals

Oxenfree 2 Lost Signals Walkthrough

Turns out Olivia just really misses her parents, and some entity on the other side has promised her a way to get to them. But it’s not the Sunken – it’s actually Alex, the protagonist from the first game, who is trapped in the in-between and just wants out. Olivia and Alex have struck a bargain to send Olivia over in Alex’s place.

After Alex goes, you need to leave the Community Centre and follow Olivia. She’d gone to Garland, the abandoned mining town on the far left side of the map. As you head back to Uptown Harbor, Riley will confess to Jacob that she’s pregnant – so the boy we’ve seen in the flash forwards is already conceived at this point. Either way, you’ve got one transmitter left and you’ve slowed Parentage down for now.

 

Part 9: Garland and the final Transmitter

Head back to Uptown Harbor and you’ll hear a phone ringing (this may only occur if you’re up to date with Shelley’s story at this point). Go left and down towards Funnies parking lot, where the payphone is ringing. Answer it, then call Shelley and convince her not to go out on her current call. If you let her go, you’ll lose her. Be sure to grab the collectible from beside the payphone, too.

Once you’re done go up and to the left, past Jacob’s truck and through the tunnel towards Garland Mines. Go down the climbing point and scale the cliff face to the left, and use the radio to break the radio lock by tuning to frequency 139. The gate should pop open and let you through.

Oxenfree 2 Lost Signals Walkthrough

When you reach Garland graveyard, Jacob will suggest getting above the church to plant the final transmitter. But that means finding a way into the old mines somehow. Olivia will call you and tease you here, but you can choose to be nice if you’re still trying to win her over.

COLLECTIBLE #4

After you’ve crossed Garland Bridge and entered Garland Ghost Town, head to the upper left area, and you should spot a church. There’s also a cemetery here too. Walk through the cemetery, up the steps, and towards the flashing item on the floor. Go ahead and pick it up

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

Go down to the NWMA building and note the strange machines dotted around. Olivia will call a second time here. Deal with her and then go down the ladder. To the right is an abandoned post office. Go inside and you’ll be contacted by Hank, the guy responsible for the machines. He’s been trying to snap a picture of anomalies and affected wildlife. His machines are called EMF Boosters, and can open small time tears like the one in the mine before. He will let you use them, but he’ll also ask a favour: he wants a picture of something living beyond the time tear.

 

 

 

 

 

 

 

TROPHY: I’VE HAD WEIRDER JOBS

  • To complete this trophy, you need to pick up an item. You can get it well before you actually speak to Hank on the walkie-talkie for the first time. On Horseshoe Beach, where you play “hot and cold” with someone on line 2 of your walkie-talkie, it will eventually lead you to a cave. If you go in there, you can interact with a shoe, which triggers a scene with Rex on the beach. When you come to and can continue on towards Tootega Falls with Jacob, you actually want to go back to the cave instead. Move through it to find the shoe and pick it up. You can technically come back at any point after this to do this, but it makes sense to do it now as we’re passing by.
  • Much later in the game, when you’re in Garland Ghost Town, you can explore the building to the bottom right of the town. This will be the postman’s office. Upon entering you’ll be greeted with a flash, and then Hank will contact you to tell you he’s investigating strange goings on. As payback for disrupting his work, he asks if you could do him a favour and take a picture of something strange for him. Agree to do this. Jacob will say it sounds like a bad idea but respond with “Well… Maybe”. Then interact with the unit in the house to switch it on.
  • Use your caster on the tear to open it – you need to do this to progress the story anyway. Then you need to use the EMF transmitters to change the year the tear will take you to. The one next to the tear changes the century, and the one up the ladder from you changes the decade.
  • The year you want to help Hank is 1930. So make sure the EMF transmitter up the ladder is on “3” and the one by the tear is on “9”. Then enter the tear. There should be a man sitting outside the building. Get Jacob to take a photo by interacting with the man. Exit the tear, and you can call Hank. After a couple of conversation choices, Hank will wish he had more concrete evidence at this point,  so reply with “I Have A Shoe?”.
  • He will accept your suggestion and ask you to leave it in a safety deposit box back in the Post Office. Head back there and do so. Then talk to Hank a final time and he will introduce his wife, after chatting to her, Hank will be grateful, and you will finally see the trophy pop up.

Click here for our full trophy guide for Oxenfree 2: Lost Signals

The machine up the ladder controls the century, and the one below controls the decade. You can’t adjust the millennium or the individual year. Set the date to 1890, and then go through the tear. You will now be able to cross the bridge and enter the mines, where there’s an exit tear waiting for you. Come out into the present day.

Oxenfree 2 Lost Signals Walkthrough

Follow the mines upwards, ever upwards, and then when you can head right to emerge outside, above the chapel. You’ll need to hop across onto the top of the stack, and climb up onto the very top. Unfortunately, as you plant the transmitter, Jacob will fall through the decaying roof. It’s a long way to fall, so you better get down and see if he’s okay.

Drop down and lower your rope into the stack. Now descend the impossibly long distance, and you’ll find yourself in the middle of the creepy old chapel. There are four candles but only one is lit. Take another candle from the back of the chapel and light them in the right order. Failure will make you start again. There’s actually a solution in the small window above you, but you need to light them in the following order: bottom left, top left, bottom right.

Once the candles are lit, the Sunken will assault you. Fight them off by using the frequency distorter that appears before you. Align the waveforms as you have before to silence the Sunken and save Jacob.

Now you have to climb back up the rope and align the transmitter dish to finally complete the objective. So that’s it, right? All four transmitters are placed and activated, and the radio waves are triangulated – so the Sunken should be gone and you can relax, right? Well, for a few moments, yes. But it doesn’t last long.

Part 10: Before you go any further…

Oxenfree 2 Lost Signals Walkthrough

Head back to Uptown Harbor and prepare to enjoy the rest of the morning with Jacob – until you go as far as the bridge, that is. At this point Jacob will become possessed by Alex who tells you this isn’t over. The Sunken have been manipulating Olivia when she thought she was talking to Alex, and theyre close to coming over. Olivia has gone to Edwards Island to use the radio tower there to open the portal fully.

Go back to the Harbor and down to the dock. You need a boat if you’re going to follow Olivia. Luckily, the little speedboat there belongs to a friend of Jacob’s and he knows where to find the key. Head back up the steps and over to the Eva’s Got Worms bait shop, which is luckily unlocked. Go in, get the key, and return to the town square – where an unexpected friend will show up: Jacob’s dog Athena, who he has been worrying about all night.

Whether you choose to pet Athena or not, you’ll get a trophy, but you can’t get both in one playthrough without reloading the last autosave and replaying the section. Jacob is so happy to see her that he immediately ties her to the bus stop like a sacrificial offering and prepares to leave with you – while also reminding you to the point of annoyance that this is it: this is your final chance to tie up loose ends before you head to Edwards Island. Call everyone you haven’t already called and see if you can finish their stories before continuing.

COLLECTIBLE #13

You need to return back to Jacob’s Cabin in Port Tilia. Below Jacob’s Cabin, you’ll see a walkway that goes down towards a metal building on the right. Outside the metal building will be the final collectible on the floor. Pick it up for an emotional conversation with Jacob.

Click here for the guide for all the collectibles in Oxenfree 2: Lost Signals

When you get to the boat you have a choice to make: either take Jacob with you or force him to stay with Athena. If you leave him behind, he can’t influence the ending. If you take him, he’ll talk with you on the journey. If you leave him, Alex will appear and talk to you instead. Whatever you choose, this is it: so tie up those loose ends first!

Part 11: The Final Push

Oxenfree 2 Lost Signals Walkthrough
When you reach Edwards Island, follow the path up and right until you reach the beach where Alex and her friends are still in their time loop. Alex is lucent, and will guide you to the radio tower where Olivia is still bent on bringing the Sunken over. Climb up the radio tower and demand that the Sunken release the girl. They won’t, and Riley will be transported to a weird dark world.

Keep walking to the right until you reach a chair like your Dad’s from before. Sit in it for a creepy cutscene, then when you wake up, tune your radio to 101 beside the lamp. Now you’ll be back at the lighthouse from the very beginning of the game. Climb it, to find a young Maggie Adler at the top. Talk to her until you’re forced back into the dark world.

Now you’re in a bizarre room with four TVs, three of which are glowing red. Tune your radio beside each of the glowing TVs at the following frequencies: 90.7, 105, and 96. After a brief cutscene, you’ll be under a red light. Tune your radio to 101, and you’ll awaken at the fisherman’s shack, where you’ll find a grown-up Rex.

Talk to him, and he’ll give Riley some sage advice. When you get the option, choose (It’s not enough”, and then “To do something”. Rex will now send you back to the present. Now you need to tune the radio again to defest the Sunken and free Olivia. Tune it to 79.7, then 121, 94, and 79. The Sunken will be defeated, and you’ll be faced with a final choice.

Oxenfree 2 Lost Signals Walkthrough

Even though the Sunken are gone, the portal isn’t fully closed. To free Alex and her friends, someone needs to cross over. If Jacob is with you, you can ask him to do it, and if you’re friends at this point, he’ll go willingly. Or you can send Alex through, condemning her forever but saving all of you. You could also sacrifice Riley, but that would give up her future with Rex. Finally, there’s Olivia, who has made up her mind to go through and be with her parents.

Whatever you choose will effectively end the game, and only the final few cutscenes will remain, followed by a recap of all the choices you made and how many others made the same ones. I chose to let Olivia go through, which allowed Riley to return to Camena, where I chose to quit her job. She also spoke to a freed Alex and relieved Jacob, before settling down for a mostly happy life with her son. Whatever you choose to do, congratulations, you’ve completed Oxenfree 2: Lost Signals.

 

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

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Oxenfree 2: Lost Signals | How long to beat https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-how-long-to-beat/ Wed, 12 Jul 2023 07:00:10 +0000 https://www.godisageek.com/?p=280620 How long to beat?

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You might be wondering how long it takes to beat Oxenfree 2: Lost Signals. We’ve played it through numerous times to give you all the details here at God is a Geek.

Firstly, Oxenfree 2: Lost Signals is a bigger game than its predecessor, but not by a huge amount. The first game would have taken you about 4.5 hours to complete, whereas Oxenfree 2 has a few more puzzles to contend with and a slightly longer story which stretches out its run time a little.

Oxenfree 2: Lost Signals | How long to beat?

With all that said, you can still expect to beat Oxenfree 2: Lost Signals in 5-6 hours on your first playthrough. This will be because you’re exploring the island carefully, maybe looking for collectibles, and you may even get a little lost too, or stuck on a particular puzzle for a while.

However, you’ll likely want to play Oxenfree 2 multiple times given the game has multiple endings. So to see everything Oxenfree 2 has to offer, and indeed get all the trophies, you will likely want to play it through more than once.

If you’re looking to speed up your time, you could always look to our complete walkthrough of the game, which will lead you every step of the way through your adventure so that you don’t get stuck anywhere.

Alternatively, you could look up our collectibles guide if you are missing any of those. Also, our trophy guide can help you to understand how to get any of those trophies you are missing in your collection even faster.

And that’s how long it takes to complete Oxenfree 2: Lost Signals

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Oxenfree 2: Lost Signals | How many endings https://www.godisageek.com/2023/07/oxenfree-2-lost-signals-how-many-endings/ Wed, 12 Jul 2023 07:00:04 +0000 https://www.godisageek.com/?p=280611 See them all

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Oxenfree 2: Lost Signals, like its predecessor is a game with multiple endings. With a story that requires the players to choose different conversation options and gameplay choices that can directly impact certain events and even the final outcome of the story. We’ve played through Oxenfree 2: Lost Signals multiple times, to cover all the endings for you.

Read on below to find out how many endings there are in Oxenfree 2 and what you need to do to get each of them.

SPOILER WARNING

Obviously to allow us to discuss the endings to Oxenfree 2: Lost Signals, we are going to have to spoil some of the story for you. So only read on if you have played the game yourself, or are not bothered by the story or key decisions in the game being spoiled for you. You have been warned!

 

Oxenfree 2: Lost Signals | How many endings?

In Oxenfree 2: Lost Signals, there are a total of three possible endings to the game, depending on the different choices that you make.

All of the choices are made towards the end of the game, when you need to head to Edward’s Island after Olivia who is planning on opening a portal for the Sunken. The ending you get depends on who you ultimately decide to enter the portal. Each ending is also tied to one of three trophies you can get in the game too.

Read below to find out the details of the trophies and endings and what you need to do for each one:

A good day waiting on the other side: “…accept what you find”

  • For this option, you need to choose Riley to go into the portal. It will mean she won’t be able to give birth to her child, but it saves everyone else.

Take care of Athena: “…the apex of my accomplishment”

  • For this option, you need to choose Jacob to go into the portal. For this, a couple of things need to be true. Firstly, you need to become good friends with Jacob throughout. It is recommended to be nice to Jacob throughout anyway, as it keeps other trophy options available.
  • Secondly, when you are talking at the boat, about to set off for Edwards Island, make sure you don’t ask Jacob to stay behind. He needs to be there to go through the portal, naturally.

With Planetshine in her eyes: “Finally… Planetshine”

  • For this option, you need to choose Olivia to go into the portal. It will mean she will be reunited with her dead parents.

And they are the three different endings – and associated trophies you can get for Oxenfree 2: Lost Signals.

 

CLICK HERE TO GO TO OUR OXENFREE 2 COMPLETE WALKTHROUGH

CLICK HERE TO GO TO OUR OXENFREE 2 TROPHY GUIDE

CLICK HERE TO GO TO OUR OXENFREE 2 COLLECTIBLES GUIDE

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Final Fantasy 16 best sword guide | How to get Gotterdammerung https://www.godisageek.com/2023/06/final-fantasy-16-best-sword-guide-how-to-get-gotterdammerung/ Wed, 21 Jun 2023 23:01:57 +0000 https://www.godisageek.com/?p=279424 Best, but the longest quest.

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Our Final Fantasy 16 best sword guide will give you step-by-step info to get the ultimate sword, the Gotterdammerung. While the Gotterdammerung is the best sword in the game, it’s also the longest side quest by quite some distance. You’ll need to get Ragnarok first, which itself is a long quest.

Final Fantasy 16‘s best sword also nets you the “Half Past Twilight” trophy, so it’s worth doing, though you can’t get it until quite late in the game. Also a note of warning, you will need to be a good portion into the game to even start the quest required, so spoilers may be ahead. You’ll at least need to be past the “time skip” portion of the game to even start it.

Final Fantasy 16 best sword Gotterdammerung: where to start?

Final Fantasy 16 best sword - location

So straight away, we’ll need to be slightly spoilery. You need to be at the new hideout, and know where the blacksmith is. After a while, a lad called August will want to speak to Clive. You’ll know the quest is important as instead of just having a “!” on the map, it’ll have a plus sign (+). The quest to start this all off is called “Blacksmith Blues”, and you’ll have to speak to Blackthorne to find out why he’s got the blues.

Blacksmith’s Blues: a four-part quest

Most of the quests here are straightforward, but they’re time-consuming. They will pop up as you progress the story, so we’d say complete them straight away so you get that best sword pretty early on, comparatively, anyway. Blackthorne will constantly doubt himself through the first few parts, and you’ll have to find other makers and help them. All you need to do for each of the parts is follow the quest marker, and do what it says.

Part three will see you go back to his hometown and help out there, as well. Each time you complete part of Blacksmith’s Blues, you’ll upgrade his forge, and be able to make better weapons, too. The fourth, and final part of the quest is quite late in the story (80% plus) and will get you the ability to make the Ragnarok sword, but Blackthorne and Zoltan think they can even improve on this already legendary sword. Enter: Gotterdammerung.

Making the Final Fantasy 16 best sword Gotterdammerung

As if you haven’t been through enough, you will need some seriously rare materials to make the best sword in the game. You’ll need the following components:

  • Ragnarok: you’ll have this if you’ve been doing the side quest.
  • Orichalcum: dropped from S-rank hunt enemies
  • Darksteel: reward for defeating a hunt enemy
  • Primitive Battlehorn: reward for defeating a hunt enemy

Where to find the parts?

Orichalcum

Orichalcum is pretty rare in Final Fantasy 16, and you’ll only get it from slaying seriously hard enemies. Our first piece came from slaying the S-tier beast, Atlas. You can find it in Cressida, in a clearing on the right of the map. We’d recommend checking out how to upgrade your potions, or enhance their potency, as well, before you approach an S-tier hunt.

Atlas location

Sadly, this is very much what you have to do now and hunt down the S-rank opponents. You’ll also need to do Gorgimera, which is located in the sand dunes, at the location below. Note: it’s the player location, this time on our image, not the one where the circle is.

Orichalcum

You do not have to face Pandemoneum, as he does not drop a material you need for the sword crafting. You will have to progress the game to nearly 90% complete to unlock even more S-tier hunts. This will also unlock the hunt enemies you need to defeat to get the final piece of Orichalcum you need, for the final S-tier hunt, as below, in Sanbreque. Be aware this is the hardest boss around, and is level 50, and no joke.

You can also get a piece of the much needed material for completing the “Under New Management II” quest, which you’ll need to do anyway, to get the other materials you need.

Orichalcum 3

Darksteel: where to find it?

Darksteel is from another hunt, but if you’ve been doing the S-Tier ones, this will be a breeze. In fact, you’ve already faced this enemy before. Head to the location in the map below, and you’ll defeat the boss, and get the Darksteel. The other piece you need is from defeating the The Grim Reaper, another hunt you can find from the board.

Final Fantasy 16 best sword guide: Darksteel

It’s worth noting that The Grim Reaper hunt only appears after completing the “Under new Management” side-quest, and yes, including part 2. Once that’s done, you can find the A-tier hunt to get the second Darksteel, below, in Sanbreque.

Darksteel 2

Primitive Battlehorn: what hunt is it?

Another easy hunt compared to what you’ve been up to until now, you need to take on Gobermouch in Eistla, Waloed. You should be able to take this almost grunt-like enemy out with no problems, but he has no stagger bar which might make it slightly longer to do. Here’s the location.

Final Fantasy 16 best sword guide - Primitive Battlehorn

And that’s it, now head to the blacksmith and make your Gotterdammerung and congratulations, you now have the best sword in Final Fantasy 16. You now can enjoy the last 5% of the game with the best sword. Oh, and take it into New Game Plus, of course (and then swap it out for the best new game plus sword)! You’ll also now have the “Half Past Twilight” trophy.

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Final Fantasy 16 potions guide | How to hold more items https://www.godisageek.com/2023/06/final-fantasy-16-potions-guide-how-to-hold-more-items/ Wed, 21 Jun 2023 23:01:53 +0000 https://www.godisageek.com/?p=279402 Feel better, easier.

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When you start the game, you’ll wonder why Final Fantasy 16 potions are in such limited supply. You can hold a limited amount of potions and high-potions, but you can also equip buffs to your attack and defence, but again, in limited form. Luckily, there is a side quest related to Final Fantasy 16 potions that enables you to not only upgrade how many vials you can carry once, but twice, maximising your carry opportunities to 8 potions, 5 high potions, and four tonics (excluding the Lionheart one, which can only get to 2).

Now, it’s important to note you will have to be a reasonable amount into the main story to even start the first quest, so we will warn you now that to read our guide on upgrading your Final Fantasy 16 potions, there may be spoilers ahead. In a vague way, we’ll just say you need to be past the “time skip”.

Final Fantasy 16 potions: how far in the story do I need to be?

So here’s where it gets slightly spoilery. You’ll need to be past the time skip, and you’ll need to have gotten to the point where Mid joins your hideout. She will set you a main story quest with three parts called “Letting Off Steam”. After this she will have set up shop in the basement of your hideout, and Owain, someone who hangs around Mid’s dungeon will offer you a quest.

What is the quest name?

What is the quest name?

Owain will offer you a side quest with a “+” icon on the map, and it’s called “Weird Science”. It involves bounty hunting, as he needs the ash from the “Bomb King”. So you need to head to the bounty board and ask the moogle about the bomb king. The board will give you a heavy hint towards it’s location. If that isn’t helpful enough, you’ll need to head to the far right option on the map, “The Dragon’s Aery”.

Where is the bomb king?

Where is the bomb king?

Once travelled to The Dragon’s Aery, you’ll know from the hint that you need to find “The Crook”, which is almost certainly a place you haven’t been yet. Head due south from the Aery until you can enter a narrow wooded forest that has an open gate leading into it. As you progress down here, eventually you will find a small path to your left, leading to the opening that is “The Crook” where you have to fight the bomb king, and grab his ash. Simply return to Owain, and turn in the quest, and you’ll get your first upgrade.

Even Weirder Science

But that’s not all, to get the full upgrade you’ll need to revisit Owain once his quest marker returns. Now he’ll set you off to get spherical echoes for another new invention. This one is far easier, and less cryptic: simply follow the quest marker on the map to the location, defeat the enemies, and return for your massive upgrade. Hurrah!

Once you’ve done this, make sure you also upgrade the potency of your potions with this handy guide.

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Final Fantasy 16 potion upgrade guide | How to make stronger potions https://www.godisageek.com/2023/06/final-fantasy-16-potion-upgrade-guide-how-to-make-stronger-potions/ Wed, 21 Jun 2023 23:01:49 +0000 https://www.godisageek.com/?p=279410 Morbol magic

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Given that it’s not immediately obvious, you needn’t feel ashamed for coming to our Final Fantasy 16 potion upgrade guide in order to make your potions more potent. There are two stages to upgrading your potions in the game, and while one is pretty easy, it’s yet again (similar to other side-quests) a hunt that can be the problem.

You see, when it comes to the Final Fantasy 16 potion upgrade guide, you can breeze through the first quest “The Root of the Problem”, by simply following the quest marker, but part two, and maximising your potency can be a bit trickier. So let’s get on with the guide, and make sure you check out how to make it so you can hold more vials in our other potions guide.

Final Fantasy 16 potion upgrade guide: where to start

There is a separate quest that will let you enhance your potion fortification called “The Root of the Problem”. This will task you with doing a hunt to fully upgrade it, but first, you’ll need to location the “+” symbol from Nigel. He’s a botanist and will ask you for morganbeard. The first part of this quest is easy: follow the marker on the map and grab the flowers he wants, defeating any enemies who might be in the way. Go back to Nigel, and you now have enhanced potions!

Please Sir, Can I have some Morbol?

The final quest relating to potions is to maximise your potency, and is part two of Nigel’s quest. You will need to hunt a special Morbol located in the Three Reeds. This hunt is “B” level hunt, but you should be able to take it down pretty easily.

Please Sir, Can I have some Morbol?

Once again, there’s a fast travel location quite close by: Three Reeds. But again, from the description, you might only have an idea of where to go, so here’s the image of the actual location you’ll need to travel to.

Please Sir, Can I have some Morbol?

Hug the right side of the map and you’ll find a large clearing that is very obviously a location for a Morbol. It’s called the “Whispering Waters”. If you’re still struggling, you can see the entrance to the clearing, below:

Please Sir, Can I have some Morbol?

Defeat the Morbol and return to Nigel and claim your maximised potion upgrade! Well done.

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Final Fantasy 16 Orichalcum guide: Where to find it? https://www.godisageek.com/2023/06/final-fantasy-16-orichalcum-guide-where-to-find-it/ Wed, 21 Jun 2023 23:01:15 +0000 https://www.godisageek.com/?p=279434 Rare goods.

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As one of the rarest items in the game, Final Fantasy 16 Orichalcum is pretty hard to find, but you need it to finish one of the longest and most rewarding side-quests in the game. Final Fantasy 16 Orichalcum only drops in a certain moment, and we’ve scoured the game for tens of hours to find out where, so you can rest easy knowing you’re not going mad.

The thing is, you won’t have seen any for at least 25-30 hours of your playtime. In fact, you won’t even know it exists unless you’re trying to get the best sword in the game, and going for the “Half Past Twilight” trophy that goes with it. So without further ado, let’s get into it.

Final Fantasy 16 Orichalcum: What is it?

Basically, Orichalcum is an extremely rare crafting material, and in order to get the best sword in the game, Gotterdammerung,  you will need not one, not two, but three pieces of it. There’s only one known way to find it, and you aren’t going to like it, because while it doesn’t take long, you will need to be at a high level, and competent at combat.

Where can I get it?

Final Fantasy 16 Orichalcum Atlas location

Atlas Location

Orichalcum is only dropped from S-Rank hunt battles. Yes, that’s right, you’ll need to take out three of the four biggest baddies in the game, and each time you do, they will drop one piece of the rare material. At the time of writing, we had found four S-Rank enemies on the Hunt Board, and you need to know that you do not need to hunt Pandemoneum. As one of the toughest fights can be skipped, that’s a nice touch.

Orichalcum

Gorgimera location

You need to hunt for Gorgimera (The Dhalmekian Republic), Atlas (The Imperial Province of Rosaria), and “Ruin Reawakened”, which is in the Sanbrequois region. These are all tough fights, and you will need to have a full quota of potions, and we’d recommend using Titan powers a lot to stagger and damage the enemies quickly, while also using the Phoenix to keep close to them.

The final piece of Orichalcum is another S-tier hunt, and it’s the hardest one, the dragon, located in Sanbreque in the location below.

Orichalcum 3

You can also get a piece of the much needed material for completing the “Under New Management II” side quest, which you’ll need to do anyway, to get the other materials you need if you’re aiming for the best sword in the game unlock.

And there you have it, all three pieces of Orichalcum done and dusted. Now to forge the best weapon in the game!

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Final Fantasy 16 mount guide | How to get the Chocobo https://www.godisageek.com/2023/06/final-fantasy-16-mount-guide-how-to-get-the-chocobo/ Wed, 21 Jun 2023 23:01:06 +0000 https://www.godisageek.com/?p=279467 Faster with feathers

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Final Fantasy wouldn’t be the same without the inclusion of the Chocobo, and Final Fantasy 16 not only has these wonderful creatures included in the story, but Clive also gets the ability to use one as his own personal mount. There’s a fair amount of travelling to do throughout the campaign, and running can only get you so far. After unlocking the ability to ride the Chocobo, getting around is a lot faster, and we detail exactly what you need to do in order to use one as your own personal mount. We’ll try to be as careful as we can in terms of spoilers, but there might be some minor details mentioned below.

Final Fantasy 16 Chocobo: how far in the story do I need to be?

You’ll reach a point around the 15-hour mark, after the ‘five years later’ part of the story. To get the Chocobo in Final Fantasy 16, you’ll need to be in Martha’s Rest for the first time after this point. A side quest will appear with a cross on it at the foot of the bridge (pictured below), and from there, Clive will need to follow the relevant steps below.

Final Fantasy XVI Chocobo quest location

What is the quest name?

The quest’s name is ‘White-Winged Wonder,’ and you’ll unlock it after talking to Martha and completing the main story quest called ‘Release.’ It’s a relatively easy quest that has you learning about a flock of local Chocobos who are in need of help, specifically a “brave bird” known as Whiteheart. The quest-giver will point you in the direction of some bandits and ask you to go and give the “bastards a hiding.”

Where is Whiteheart?

Head down the bridge and down the hill and turn right where you’ll find a white feather. You’ll see the quest marker appear, so follow it until you enter an area with a bunch of Chocobo poachers. More enemies will approach after taking down the initial handful of ne’er-do-wells, specifically some hounds and their huntsman, who has a will gauge you’ll need to break down to do more damage. Once defeated, you’ll be reacquainted with an old friend, then be given the ability to call Whiteheart whenever travelling in open spaces of the map by holding R3 in. That’s right: simply hold the right analogue stick to summon the Chocobo, then press X to hop on.

Final Fantasy XVI Chocobo Guide Huntsman fight

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Escape Academy Old Rivals Walkthrough https://www.godisageek.com/2023/06/escape-academy-old-rivals-walkthrough/ Tue, 20 Jun 2023 17:00:54 +0000 https://www.godisageek.com/?p=279362 The first Rival Room

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Old Rivals is the first escape room in the Escape Academy DLC Escape from the Past by Coin Crew Games, and here is our walkthrough to help you through every step:

Escape Academy Old Rivals Walkthrough Details

Time to complete: 35 Minutes

Difficulty Rating: 3/5

Walkthrough

Fire the Cannon

You’ll want to move quickly during this escape room as you’re up against Eel. The first thing you’ll want to do is open the boxes ahead to your left. Each one will reveal an Oversized Card. Once you have picked up all four of them from the boxes, turn around and look at the four boards to your right. Each one has a saying on it, which for now you can ignore. The thing you need to be interested in is the card suit symbol on each board. Each one will have a different symbol and the four Oversized Cards will each have a suit too. Hang the matching Card on each board. This means from left to right you should hang:

Jack of Hearts, Queen of Spades, King of Diamonds, Ace of Clubs

The cards will block out a lot of the letters from the boards, but the holes in the cards will reveal some. Put them all together to reveal a secret message:

IGNORE THE ODDS

This is a clue for the Cannon combination. It wants you to ignore all of the odd numbers in the combination, and only use the even number options. Head over to the cannon and put in the only available even numbers. This gives you the code:

2,8,4,8

When selected, the Cannon will fire, and a bridge ahead will be revealed.

 

Dress the Mascots

Next up you’ll see some shelves with lots of items in them, some boards to your right, and some mannequins behind everything on the far side. What you need to do is dress the mannequins in the correct colour shirt, mascot head, and sports ball, and then the way will open.

To do this, refer to your boards on the right.

Note: Eel can spin the boards around so he can read them, so be quick and memorise them as best you can, and Interact with them again to spin them back your way.

The boards read:

Sarah plays for the Red Herrings, but she does not play volleyball.

The soccer team’s mascot is a tiger, but they do not wear yellow.

The team that wears green plays basketball, but their mascot is not a bear.

George plays for the volleyball team. Magnolia plays for the soccer team.

With all this information we can deduce who plays for what team.

Note: You won’t be able to pick up every item right away as your inventory isn’t big enough, so just grab what you can, and then go back once you have space.

Head over to mannequins with a full inventory and begin appropriately dressing them as follows:

  • George: Yellow Jersey, Bear Mask, Volleyball
  • Sarah: Red Jersey, Herring Mask, Baseball
  • Esteban: Green Jersey, Eagle Mask, Basketball
  • Magnolia: Blue Jersey, Tiger Mask, Soccer ball

Keep going until all mannequins are complete, and then head out of the exit and up the ladder.

Best the Chess

At the top of the ladder, you will be confronted by a large chess board and some chess pieces. On the wall is a diagram of each chess piece and its movements in the game. Your command is written on the far wall:

Place every piece so none are captured.

So you need to place each of the chess pieces on the board in such a combination so that none of them are taking each other. This can be quite complicated. If you are struggling with where to put the pieces, please refer to the diagram below.

Note: In the above diagram, “Kg” stands for King, and “Kt” stands for Knight.

Once complete, another door with a ladder will open. But before you leave, notice the strange door to your right. There are two words on the side spelling out:

HO?ATIO and WINSO?

This is clearly Horatio Windsor – the Headmaster, but with the two letter “R”s missing. We should remember that. Now head on up the ladder you unlocked.

Get Your Gears Turning

Once up the ladder, you’ll want to head over to the large gears on the far wall, as they contain two puzzles we’ll need to solve. Each one will yield a die. You free to die by rotating the puzzle either clockwise or counterclockwise, and then the die will always follow gravity. Use this to force to the die to the exit. For the first puzzle you will need to rotate:

  1. Counterclockwise: 3 times
  2. Clockwise: 7 times
  3. Counterclockwise: 2 times

Pick up the Six Sided Die and head to the next puzzle to your right. This is the same puzzle, but harder to navigate as there are boxes that also move with the rotation. Below is a solution:

  1. Counterclockwise: 4 times
  2. Clockwise: 5 times
  3. Counterclockwise: 1 time
  4. Clockwise: 2 times
  5. Counterclockwise: 1 time
  6. Clockwise: 2 times
  7. Counterclockwise:
  8. Counterclockwise: 2 times
  9. Clockwise: 2 times
  10. Counterclockwise: 1 time

Now grab yourself the second Six Sided Die and turn around and head to the table in the middle. From here you’ll want to Use the Dice and interact with them until you roll a one on each die. Once done, head over to the now-opened door.

 

Solve the Double Sided Safe

Head up the ramp and towards the safe with your prize inside. Now we just need to open it. Like in the base game, you need to open all the surrounding cupboards to get what you need to open the safe.

Your first port of call should be the square directly above the safe, with five compasses on it. Notice the picture of a star in the corner. What you need to do is rotate the compasses until they form a star shape together. Once you have done so you will open the square, and can grab the E Key from inside.

You’ll also notice a message that you think reads “HELLO” inside. But look more closely and it actually reveals a number code written upside down. Flip the characters in your head upside down and it will reveal from top to bottom the code:

07734

Now head over to the square to the left of the safe, with a five-digit code lock on it. Enter your newly found number code from top to bottom. This should open it. Inside pick up the A Key and note the shapes on the back wall. They are:

Black Square, White Hexagon, Black Triangle, White Square.

We will use this to open the next square. Head to the bottom-right square from the safe – and you’ll notice it has two buttons on it, a white and black one. The correct inputs for opening this square relate back to the clue we just found. We need to convert the shapes into button presses, and for that we count their sides.

  • Square: 4 sides
  • Hexagon: 6 sides
  • Triangle: 3 sides

This then converts into the following code to input

  1. Black: Four presses
  2. White: Six presses
  3. Black: Three presses
  4. White: Four presses

Entering this into the buttons will open the square. Inside you can grab the D Key and the clue from top to bottom:

S, NE, W, N

Head to the square directly above and simply click on the corresponding compass directions in the order revealed to open that square. It will open and you can grab the R Key from inside. You’ll also notice a picture of a house. It shows the following lights on in the house:

  • Top Floor: Left and Right
  • Middle Floor: Centre and Right
  • Ground Floor: Right only

Make a note of this and proceed to the next square. This time head for the top-left square, with a load of light switches. Turn on the lights to match the pattern from the house you just noted down. Lights are deemed “on” when they have white light appearing on them. Then with the lights correct, ring the doorbell in the bottom centre to open the square. Inside you can pick up the S Key and a Color Graphic which we will pin immediately.

Now head to the top-right square, and using the Color Graphic deduce the correct order of the coloured squares. The Color Graphic is basically asking you to either add or remove a colour from another, so think mixing colours, or doing so in reverse. The answers are below:

Orange – Yellow = Red
Green – Blue = Yellow
Red + Red = Red
Blue + Yellow = Green

When the square unlocks, pick up the T Keyb and Magnet. We only have one final square to open now, so head on over to the bottom-right square. Use the Magnet grid to guide the ball to the exit. Now grab the H Key inside and head to the safe itself.

Use all your keys on the safe to spell out the word HARDEST to unlock the safe and grab your trophy.

 

Save Horatio

Something is wrong, we now need to save Horatio. The first thing to recall is the two “R” locks we saw earlier down by the chess board. For those, we will need two R Keys. The problem is we only found one. Inspect the Safe and then take the R Key you placed in it. Then look through the open side to see Eel. He is holding the other R Key so take it from him, Now return to the Chess area.

Use both R Keys on the locks to unlock it and enter. Head to your right, and you will see various Scorecards on the ground to pick up. Pick up all 8 scorecards on the ground and then retrace your steps to the Green noticeboard. It has the following puzzles:

“Red” + 7 = “Green”
“Pink” – 1 = “Blue”

Use the Scorecards you had to make the equations correct.

  • Red: 1
  • Green: 8
  • Pink: 5
  • Blue: 4

This also then gives you the code for the lever behind you, enter the right numbers against the colour to release the lever. Now proceed to the other noticeboard, which has this puzzle:

“Orange” – 5 = “Black”
“Purple” + 3 = “Yellow”

Use the remaining Scorecards you had to make the equations correct.

  • Orange: 7
  • Black: 2
  • Purple: 3
  • Yellow: 6

This also then gives you the code for the lever behind you, enter the right numbers against the colour to release the lever. Now both sides of the drawbridge have been lowered you can cross, climb the ladder and rescue Horatio.

Congratulations you have completed the Old Rivals escape Room in Escape Academy: Escape from the Past.

 

CLICK HERE TO GO BACK TO THE MAIN ESCAPE ACADEMY GUIDE

CLICK HERE TO GO BACK TO THE MAIN ESCAPE FROM THE PAST GUIDE

NEXT: IT’S NOT ROCKET SCIENCE

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Escape Academy: Escape from the Past Complete Walkthrough https://www.godisageek.com/2023/06/escape-academy-escape-from-the-past-complete-walkthrough/ Tue, 20 Jun 2023 17:00:34 +0000 https://www.godisageek.com/?p=279343 Escape your past

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The Escape Academy DLC, Escape from the Past by Coin Crew Games offers various different escape room challenges for you to undertake, and as such a walkthrough is recommended. Each one has a difficulty rating out of five, and a target time within which you must complete it to win. As such, the pressure is on to escape in time. Some of the puzzles in Escape Academy are very clever and multi-layered, so they can sometimes be difficult to piece together and figure out. Also, whilst there is a hint system in place in the game, using them affects your rating, so often players won’t want to use them unless they have to.

The good news is, we’ve got you covered here at God is a Geek, with our comprehensive walkthrough guides for each escape room challenge in the Escape Academy DLC. We’ll take you step by step through each escape room, detailing where to find important items and information, and how to use it to overcome the puzzles and conundrums you will encounter.

Scroll down the list below to click on the escape room that is giving you trouble. That will take you to a comprehensive walkthrough of what you need to do, and in what order to escape each room.

Obviously, it goes without saying that the content below contains spoilers for the story of the DLC, and solutions to the puzzles. Only use them if you are truly stuck or aren’t worried about spoilers at all.

 

ESCAPE ACADEMY: ESCAPE FROM THE PAST WALKTHROUGH

Old Rivals

Escape Academy Old Rivals

 

It’s Not Rocket Science

Escape Academy Its Not Rocket Science

 

No More Mister Heist Guy

Escape Academy No More Mister Heist Guy

 

Yes, Chef

Escape Academy Yes Chef

A Trying Trial

Escape Academy A Trying Trial

 

CLICK HERE TO GO BACK TO THE MAIN ESCAPE ACADEMY GUIDE

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Escape Academy No More Mister Heist Guy Walkthrough https://www.godisageek.com/2023/06/escape-academy-no-more-mister-heist-guy-walkthrough/ Tue, 20 Jun 2023 17:00:07 +0000 https://www.godisageek.com/?p=279381 On the rob

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No More Mister Heist Guy is the third escape room in the Escape Academy DLC Escape from the Past by Coin Crew Games, and here is our walkthrough to help you through every step:

Escape Academy No More Mister Heist Guy Walkthrough Details

Time to complete: 40 Minutes

Difficulty Rating: 4/5

Walkthrough

Take Stock of the Market

Once you get control, you’ll be in a large room, with plenty of desks around. Look immediately to your left, and from the first desk you should find the Financial Statement. You could pin this now, as we will be using it shortly. Now, look around the desks to find a total of four Projector Slides. One can be found in the recreational area at the back. Once you’ve collected all four, head to the Projector at the far end of the room, and put all four Projector Slides into it.

The next step is to look at your pinned Financial Statement, and you will notice it has a few gaps in it. You need to use the different projections to fill in the gaps. Each Projector Slide shows the price of a particular stock, and the Financial Statement lists out stock, amount of stock bought, total price, and month of purchase. Between the two sources of information we should be able to fill in the gaps.

If you’re struggling the gaps from top to bottom are:

  1. Stock: CLU
  2. Money Invested: $40
  3. Quantity: 4
  4. Purchase Date: AUG
  5. Quantity: 5

Armed with this information head on over to the left wall, with the large number of drawers. In the middle you should find the Jeberson drawer where you can enter in this information. Do so and the drawer will open. Inside you can grab the Lesson Plan. We’ll use this in a little while

 

Game the System

Now turn around and head to the back of the room to the recreational area. Your first port of call should be the bright blue board game on the table. It looks a little bit like Snakes and Ladders, but with a stock market twist. To the right of it is a locked black box. On it you will see three different orange-red patterns, and then a four code number lock.

The patterns can be found in the stock market arrows on the game board. So take a note of them now to avoid toing and froing. For simplicity we will name the patterns from top to bottom: Hound’s-tooth, Gingham and Checkerboard.

Now head over to the game board and try to find those orange arrow patterns on the game board. You’ll need to note which numbers they go from and to on the board. You should find the following:

  • Hound’s-tooth: 56 to 53
  • Gingham: 64 to 60
  • Checkerboard: 49 to 11

Now the trick here is not to worry about the number squares themselves, but the difference between where they start and finish, i.e. how many places on the board you would lose if you landed on the top of the arrow. This translates to:

  • Hound’s-tooth: 3 (56-53)
  • Gingham: 4 (64-60)
  • Checkerboard: 38 (49-11)

These differences translate to the code 3438 which is the code for the black box, entering it from top to bottom. Enter the code to open the box. Inside is another board game that you can interact with. Inside the game box is another clue that reads:

Guy says:

A-B-C

A-D-B-C

We will use this clue combined Lesson Plan we found earlier. Pin the Lesson Plan for reference and remember the code ABCADBC.

You’ll see from the pinned Lesson Plan that the following is actually true:

  • A = UP
  • B = DOWN
  • C = RIGHT
  • D = LEFT

So now if we convert our code of ABCADBC into directions, we get the following:

UP, DOWN, RIGHT, UP LEFT, DOWN, RIGHT

Leave the recreational area and walk all the way down to far side of the room, where the projection is on the wall, and look to your right. You will see a small door with the words “GUYS ONLY” on it. There are also four directional buttons on it. Input our newly deduced code into the door, and it will open, revealing the path forward.

 

Unlock the Rope

Enter the newly-opened door, and then follow the walkway around to the left, until you reach a set of double doors you can open. Head inside this new room. Head to the far side to see a desk. On the desk is a piggy bank which can break. Do so to grab the Spare Change.

Turn around and look for a machine just to the left of the door you can in by. It is a sort of pinball machine and you need to use the Spare Change on it to play. You shoot balls up the machine, and they land in the area you select hen you’re pulling back the rod. However as the ball descends the machine, if it comes across a pivoting platform, the platform will always pivot into the other direction from where it was facing, and this will alter the direction the ball falls.

The idea is to use this knowledge to choose where to fire the balls so that you manage to land a ball in each of the ten slots on the machine. The quickest way to do this is the follow the solution below and do it in your first 10 attempts.

5, 5, 4, 4, 3, 3, 2, 2, 1, 1

Now all of the lights will be lit, and a coloured pattern will be revealed at the top of the machine. We will need this pattern. The easiest way to note this down is to count the number of each colour that are on the right-hand side of the “gap”. For each colour this is:

  • Red: 1
  • Yellow: 3
  • Green: 4
  • Blue: 2

Armed with this code, we need to turn around and head over to the large glass display case. You’ll know the one because it has an abacus with the same colours at the front. Interact with that abacus, and move the coloured beads to the right, for as many as needs to be to match the above code. Doing so will unlock the case. You can now grab the Grappling Hook from inside.

 

Look Like an Accountant

We now need to to a bit of backtracking, because there’s another place where we can use our Spare Change. Make your way all the way back to recreational area, and look on the right wall. You should see a visor dispenser machine, that requires money. In the slot on the left, use your Spare Change and then pick up the Green Visor.

Piking up the Visor will automatically put it on, and now you can see things you couldn’t see before. You’ll see a spillage of a paint-like substance on the floor of the main room, and footsteps leading away from it. They lead to a drawer, go ahead an interact with it. Now follow the footsteps and interact with the drawers in the order the footsteps take you. When you press the final one, it will open, and inside you can grab The Escapist Times newspaper.

Pin the newspaper, and follow the footprints all the way back into the room where you found the Grappling Hook. You’ll find that they lead to the desk, and a statuette that you can interact with to reveal a secret button that when pressed reveals a secret hole in the floor. However the hatch door is to heavy to lift with your bare hands.

Turn to your right, and look at the area to the right of the glass case where you found the Grappling Hook, you should a square with tiles and letters on them. (Without the Green Visor these letters are invisible). Use the pinned newspaper to see the crossword clues, and then the grid infront of you is the crossword you need to fill out. Swap letters around until you have all the answers filled out.

The answers to the grid is below:

This will unlock the board, and inside is a Crowbar which you should pick up. Return to the hatch, and use the Crowbar on the hatch.

 

Descend into the Sewers

To Descend into the sewers, you’ll firstly need to attach the Grappling Hook to the pole, and then you can go down.

However, there will be water blocking your way. There is a system of switches that you can switch to an open or closed position. Open positions means the water will flow through it, and closed means it can’t. Using this knowledge you want to block water from flowing out of the sewer vents because then they will keep filling up the vertical sewer. Successfully blocking off all the vents will cause the water to lower a level and you will descent.

There are three parts to this puzzle, but all are the same and fairly simple to deduce. Just keep an eye on where the pipes connect to and make sure any leading to sewer vents are shut off. Once done correctly, the water will descend all the way, allowing you to reach the bottom. Keep descending the rope, until you reach the ground.

Once on the ground, you will notice eight stone panels dotted around the walls of the sewer, each with a tally number next to them. Each stone panel has a single black line marking on it. You will need to know all of these black markings in order to proceed, so explore and note them all down. They are:

  1. Left, lower
  2. Right, lower
  3. Bottom, left-side
  4. Left, upper
  5. Bottom, right-side
  6. Right, upper
  7. Top, left-side
  8. Top, right-side

With all this collated, you need to head for the ladder you can see. At the top of the ladder is a panel obstructing you. You need to press each of the eight pins in order. Press the pins in the order noted above, and it will open and you will find yourself in the vault lobby.

Unlock the Vault

The first thing you’ll need to do is get to the vault itself. Look to your left as you exit, and you will see a central area with Red, Blue and Purple lights. In front of you is a console. You can rotate any of the three discs and the black and white background, and doing so changes the coloured spotlights in the central area, which is your path to the vault.

You have to find a combination that works that allows you to pass through to the vault whilst not touching a spotlight. There are a few solutions, but one that works is in the image below:

Match your coloured discs and background to that and you should be able to pass through to the vault.

The vault itself is your next puzzle. The idea being that you need to align the outer poles of the vault so that no red parts are visible. The way to do this is twofold. Firstly you can spin the small grey wheel just to the bottom right of the central wheel. This rotates a dark grey bar behind the central wheel that changes the two bars you can interact with. Then you can interact with the large central wheel to move those two bars in or out.

Keep working your way through the pairs of bars, removing the reds. Sometimes you may need to go back the other bars, as correcting some bars, create problems for others, but if you work methodically, you should have no trouble removing all the red bars and opening the vault itself.

Now head inside and pick up the Deed to Escape Academy. Well done! Now turn around and head out, and walk towards the open elevator. Press the elevator button to escape…

 

Escape the Flood

Did you think it would be that easy? Cracks have appeared and now the vault lobby is flooding and you need to find a different way to escape. In front of the elevator, is a small plinth with a golden structure of hands on it. You need to turn the different hands into specific directions. The message on the plinth reads:

May all you touch turn to gold

This is your clue. You may not have noticed before but dotted around the vault lobby are four piles of gold bars. In fact one is a single gold bar, there’s a pile of two, a pile of three and a pile of four. You’ll also notice that each of the four golden hands that can be rotated is pointing a particular number of fingers : 1, 2, 3 or 4.

So we have to point the one finger hand at the single gold bar, the two finger hand at the two gold bars and so on. Locate all the gold bar piles, and then rotate each hand until it is pointing in that direction. When each hand is in the correct position, the centre will open up to reveal the Golden Screwdriver.

Now head to the far right corner of the room. And you should see an axe mounted on the wall. Use the Golden Screwdriver on it to unscrew its clasps and get the Diamond Axe. Now head around to the other side of the room, and you will see a switch with the message above it that reads:

In case of emergency: break glass

Use the Diamond Axe on the glass to shatter it, and then interact with the switch to pull it. This will reveal a ladder behind you. Climb it to escape properly this time.

Congratulations you have completed the No More Mister Heist Guy escape room in Escape Academy: Escape from the Past.

 

CLICK HERE TO GO BACK TO THE MAIN ESCAPE ACADEMY GUIDE

CLICK HERE TO GO BACK TO THE MAIN ESCAPE FROM THE PAST GUIDE

PREVIOUS: IT’S NOT ROCKET SCIENCE

NEXT: YES, CHEF

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Escape Academy A Trying Trial Walkthrough https://www.godisageek.com/2023/06/escape-academy-a-trying-trial-walkthrough/ Tue, 20 Jun 2023 17:00:07 +0000 https://www.godisageek.com/?p=279416 Whodunnit?

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A Trying Trial is the final escape room in the Escape Academy DLC Escape from the Past by Coin Crew Games, and here is our walkthrough to help you through every step:

Escape Academy A Trying Trial Walkthrough Details

Time to complete: ??? Minutes

Difficulty Rating: 5/5

Walkthrough

Accuse XXX

This escape room is a little different from the rest in that your choices affect the puzzles you have to solve. To start the escape room, you can walk up to all three suspects and interact with them. Doing so nets you a picture of each of them. Then you need to go to the blackboard and select a picture. Whoever you choose to accuse will create unique puzzles to solve in the next couple of steps.

Note: This solution assumes you accuse Chef Callion. If you accuse Guy or Monstrong, then you puzzles will be different, but the solution below is based on accusing Chef.

With that in mind choose your picture of Chef Callion and confirm it on the blackboard.

Now you’ll need to prove your accusation. Move over to the desk and interact with the bag there to discover various pieces of evidence which you can read. The first question you need to answer is “What does Chef Callion have against me?“. Your job is to present evidence at the blackboard each time that answers the question.

Reviewing your evidence, it is clear that the School Budget is the right evidence, as it shows a lack of funding for the cafeteria. During this, the Headmaster will hold up a bucket of chum which you need to inspect to progress the conversation.

In response, Chef Callion will make a defense, comprising of a few statements. Now we need to choose which of his statements is incorrect and provide another piece of evidence that backs up our claim.

The three statements are:

  • “Budget cuts or not, I would never serve anything so crass in my kitchen.”
  • “Every recipe I prepare is optimized for student health and nutrition.”
  • “That chum wasn’t food — it was headed for the compost heap.”

Now review your gathered evidence documents to try and deduce which statement is false. If you’re struggling, the answer is:

  • “That chum wasn’t food — it was headed for the compost heap.”

And you can prove it by presenting the Kitchen Rules evidence. This leads to more conversations and three further statements from Chef, one of which we must disprove:

  • “It’s true that meat isn’t allowed in the compost heap.”
  • “But there simply isn’t a contradiction… Fish isn’t considered meat.”
  • “That chum was never part of some ridiculous murder plot.”

Again review your gathered evidence documents to try and deduce which statement is false. If you’re struggling, the answer is:

  • “But there simply isn’t a contradiction… Fish isn’t considered meat.”

And you can prove it by presenting the Nutrition Rules evidence.

 

Discover an Unusual Recipe

Attention now turns to Chef’s briefcase. On the briefcase you have a series of numbers and a 5-letter code to work out. For this, you will need a combination of the three pink recipe cards in your inventory.

You’ll notice each clue has not only a number, but a method of underlining it. The first thing to point out is that the different underlining styles match different patterns on the outside of the recipe cards. Such that:

  • Dots = Cheesy Casserole
  • Dashes = Seaside Pasta
  • Double line = Root Beer Float

Now we know what each part of the code belongs to what recipe, we now need to look at the number. Where there is, say, a number 2 as a clue, we are looking for the ingredient that requires 2 of itself in that recipe. So for example the first clue of a 2 with a dotted line underneath would be Broccoli, because the Cheesy Casserole recipe requires 2 cups of Broccoli. Doing this for all clues yields

  1. Broccoli
  2. Rice
  3. Anchovies
  4. Ice Cream
  5. Noodles

You can see that the first letter of all these answers spells out the word BRAIN which is our code for the briefcase. It will open and you can grab the Shark Food Recipe. Use this piece of evidence on the blackboard to progress the dialogue.

After a short exchange, you are back in control and can inspect Chef, and what he holding aloft. You have four options to choose from. From the list select Student Safety: Who needs this!? Total waste of money to further the dialogue again.

 

Get Thrown Under The Bus

Seems we’re still no clearer on who it was that is trying to murder the Headmaster. Interact with their discussion to trigger the next scene. Amazingly they are accusing you of being the murderers. They ask you to step outside whilst they consider their action against you. Turn around, and head through the now open door.

After a brief exchange with Eel, you set off around campus to clear your name.

 

Drill Down to the Truth

First off, from the main map, heads to Chef Callion’s Office. From here, interact with the chest freezer to your left to open it and grab the Corn-Based Bio-Fuel.

Now exit the Office, and now head over to Prof. Monstrong’s Office. Here head over two the bench to the far left to find the strange machine. Use the Corn-Based Bio-Fuel and then you can power it up.

Inspect the gear stick mechanism, and note the pictures that change as you change gears. The pictures are:

  1. Tortoise
  2. Shark
  3. Lion
  4. Horse
  5. Cheetah

With those noted down, turn around to your right, and approach the large grey doors, with a lock on them. Glance to the right of the doors, and you will see various license plates on the wall. They read:

  • SPEEDCAT
  • LO N SLOW
  • LETR ROAR
  • THRSHR
  • HRSEPWR

All of these license plates represent an animal from the gear stick mechanism. In order, they are:

  • Cheetah
  • Tortoise
  • Lion
  • Shark
  • Horse.

If we translate this to the gear numbers associated with each animal, we get the following code:

51324

Use this combination on the lock to open it. Head inside this new room, to pick up the Industrial Drill from the car. You can now leave the Office.

 

Find the Geiger Counter

Now, head over to Prof. Gisborne’s Office. Head on over to the far right corner where there is a desk with a candelabra on it. Pick up the Mysterious Ring from the desk, and then from the wall above the desk, grab the City Skyline image, and then pin it.

Turn around and head to the large cabinet on the other side of the room that is covered in a blue cloth. Interact with it to remove it. Use the Mysterious Key on the lock, and then using the City Skyline as a reference point, plot out the same skyline pattern, so that each shape passes the eye icon in order. Do it correctly and the doors will open, allowing to pick up the Radiation Detector.

 

Find the Smoking Gun-Spatula

Leave the office, and head back to Chef Callion’s Office. You’ll notice radiation coming from the freezer so open it to investigate. Inspect what appears to be an empty freezer to reveal a false panel. Behind it is a safe. Use the Industrial Drill to bust it open and grab the Incriminating Evidence. It turns out it was Chef Callion all along.

Note: This is the case, no matter who you accuse at the start.

Now head back to the Headmaster’s Office and present them with your Incriminating Evidence.

 

Dismantle the Kitche-Tron 3000

After some dialogue, you can move again. Approach the desk and “Fix” the Kitche-Tron 3000. Doing so will remove the end, but this is what we want. Now inspect the device.

Firstly turn the dial three times on the top-right. This reveals a screwdriver end. Interact with the end to get the Screwdriver. Then interact with the gun handle to flip over the device. Use the Screwdriver on the back panel.

Inspect the small grey grid, and you will zoom in on it. The challenge here is to move every white dial to it’s corresponding black number square. But dials can’t pass through another, so you need to think about how to move each in turn. A simple solution is below:

  1. Move Dial 6 to spot 07
  2. Move Dial 1 to spot 05
  3. Move Dial 2 to spot 06
  4. Move Dial 3 to spot 04
  5. Move Dial 2 to spot 02
  6. Move Dial 7 to spot 01
  7. Move Dial 6 to spot 06
  8. Move Dial 7 to spot 07
  9. Move Dial 1 to spot 01
  10. Move Dial 5 to spot 05
  11. Move Dial 3 to below Dial 5
  12. Move Dial 4 to spot 04
  13. Move Dial 3 to spot 03

This will net you the Nuclear Codes which you can pin right away. The Nuclear Codes list the following:

  1. Wine
  2. Milkshake
  3. Cupcake
  4. Pancake
  5. Kitchen Cabinet

Each of these corresponds to a utensil on the end of the Kitche-tron 3000. Pick up the Kitche-tron 3000 and turn the dial to each utensil and work out which part of the nuclear code it matches up to. At the same time also make a note of the dots and dashes on the dial that corresponds to each one. When complete you should have a list like this

  1. Wine | Corkscrew | Dash Dash
  2. Milkshake | Straw | Dot Dot
  3. Cupcake | Whisk | Dash Dot Dot Dash
  4. Pancake | Spatula | Dot
  5. Kitchen Cabinet | Screwdriver | Dot Dash Dot

Putting this all together to form one long morse code, you have

Dash Dash Dot Dot Dash Dot Dot Dash Dot Dot Dash Dot

You will notice two large orange buttons next to where you received the nuclear codes. You need to enter the code in there. The circle button represents a Dot, and the rectangular button represents a Dash. Doing so correctly will open up the back of the device.

 

Disarm the Nuclear Core

Investigate the new compartment and you’ll see a lot of red wires and some shapes connected to them on the left.

Then the clue on the top right reads:

[  ] +[  ] = Keep

[  ] – [  ] = Cut

You need to bear this in mind when looking at the shapes on the left. If those shapes are made from cutting a circle, triangle or square out of one of those shapes, then you can cut that wire. If the shape is made from adding two of those shapes together then you don’t cut it.

As such you need to cut the following:

  • 1. Crescent Moon (Circle cut out of a circle)
  • 4. Three-quarter Circle (Triangle cut out of a Circle)
  • 5. Bridge (Circle cut out of a Square)

Cutting those wires will open the compartment revealing the Overheating Nuclear Reactor!

You need to cool the reactor down, so leave the desk, turn left and look for the ice bucket on the floor by the wall. Head over and use the Overheating Nuclear Reactor! on the ice bucket. This will cool it down, and you will have escaped disaster.

Congratulations you have completed the A Trying Tiral escape room in Escape Academy: Escape from the Past.

 

CLICK HERE TO GO BACK TO THE MAIN ESCAPE ACADEMY GUIDE

CLICK HERE TO GO BACK TO THE MAIN ESCAPE FROM THE PAST GUIDE

PREVIOUS: YES, CHEF

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Escape Academy Yes, Chef Walkthrough https://www.godisageek.com/2023/06/escape-academy-yes-chef-walkthrough/ Tue, 20 Jun 2023 17:00:06 +0000 https://www.godisageek.com/?p=279388 Time to get cooking!

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Yes, Chef is the fourth escape room in the Escape Academy DLC Escape from the Past by Coin Crew Games, and here is our walkthrough to help you through every step:

Escape Academy Yes, Chef Walkthrough Details

Time to complete: 35 Minutes

Difficulty Rating: 3/5

Walkthrough

Unlock the Kitchen

We need to feed the faculty, but our first challenge is getting into the kitchen in the first place. For this we need to go looking around the cafeteria for pictures that have a star, a moon and a heart on them.

For the star picture, you should see it on the wall just to left of where the staff are seated. You will note it depicts a sunset. For the heart, turn around and head down the stairs towards the fireplace. Then look at the wall on your right to see a painting of a vase of flowers with the heart on it. Then finally for the moon, look at the fireplace, and you will see a dartboard above it with a moon shape next to it.

Now head back up the stairs and to your left, and you should see the Jukebox. Interact with it to see the list of songs to choose from. Now what you’re looking for here are three song titles that represent the items we have just located. Have a look yourself, but if you’re struggling they are:

  • Star: [D2] Right Past Sunset
  • Heart: [E3] By the Flowers
  • Moon: [C4] Just Off Target

Now we don’t actually need the song titles, what we need are the Jukebox inputs, so D2, E3 and C4. Armed with those, turn around and look at the large glass case on the table in front of you. It will have a code to enter, so enter D2, E3 and C4 and it will unlock, allowing you to grab the Kitche-Tron 3000.

Now look to your left and you should see a glass cabinet, with lots of pies rotating in it. The sign next to them reads:

Delicious pies from top to bottom

Now you’ll want to expect each pie, from top to bottom, and make a note of how many slices are in each pie. Doing this for every shelf should yield the following number of slices:

5, 3, 6, 2, 4, 1

With all this information we can now unlock the door to the kitchen. Head to the right, and you’ll find the kitchen door locked requiring a six-digit code. Use the pie code we just deciphered to unlock it. This will reveal a socket hole. Use the Kitche-Tron 3000 on it to open it and you’ll open the door.

Prepare to Cook

Now we’re in the kitchen, but we’re faced with another challenge. The Pantry door is locked, and that is where all the food is. So we need to open it. Once in the kitchen, head to your left and inspect the large cookbook on the island in front of you. You’ll see it’s all locked up with a padlock and chains. The clue on the padlock reads:

O.P.E.N Sesame

This is a clue we need. Look to your left and head to the wall, and you should see a range of drawers with different herbs and spices written on them. The key here is to spell out the word OPEN with herb names, and then use Sesame. As such interact with the spice rack in this order:

Oregano, Pepper, Elderflower, Nutmeg, Sesame

The Sesame Drawer will then open revealing a Small Key. Return to the cookbook, and use the Small Key on it to unlock it and open it. This book is full of useful information for the remainder of the escape room. The first page gives us our first clue:

Pantry Code:

Butter, Dairy, Citrus, Greens

Armed with this information, head over to the Pantry door. To the right of the door you will see a poster on the wall, which splits up the various food groups. You’ll see each food group is given a number from 1-7 on the outside of the circle. Now we just need to transpose the code from the cookbook into numerical form using this poster:

  • Butter: Group 7
  • Dairy: Group 4
  • Citrus: Group 2
  • Greens: Group 1

As such the code for the Pantry is 7421. Use this on the padlock to unlock it. You’ll then need to use the Kitche-Tron 3000 on the door to enter.

First Course: Salad

Now we can start preparing food, and the first course is salad. Enter the Pantry and go straight ahead to the shelving unit on the far side to pick up the Salad Ingredients. Return to the kitchen and go over to the cookbook. Flip over the page of the cookbook for a diagram for the Salad Recipe. Follow the wavy lines to connect the Ingredients to the Chop Setting numbers. You will find that:

  • Apples = 2
  • Walnuts = 4
  • Lettuce = 1
  • Celery = 3

Now turn right and go to the end of the island, and you’ll find the salad preparation area. Use your Salad Ingredients here. This will separate the four salad ingredients out into bowls. Interact with the Salad Shooter to power it on with the Kitche-Tron 3000. Now you need to add your ingredients at the correct Chop Setting levels as written above. It doesn’t matter which order you do the ingredients, just make sure the correct Chop Setting number is in the machine before you select the ingredient. Then when you have done it for all four, you can pick up the Delicious Salad.

Now turn around and use the Delicious Salad on the delivery train to send out the first course.

Second Course: Soup

Now for the soup. Head back into the Pantry. Look to left of where you found the Salad Ingredients, to find the Soup Ingredients. Now again head back to the cookbook and turn the page for your Soup tips. On this page, you’ll see the following:

Ingredients Carrots, Garlic Cloves, Onion, Cups of Broth

Nutritional info: 20 mg of Vitamin C, 4g of Fiber, 4g of Sodium, 2g of Protein

Annoyingly the amounts of each ingredient we need to make the perfect soup is crossed out. But we have been given the accompanying nutritional information. To use this, we need some additional detail, so lets head back into the Pantry and look for helpful posters on the wall. In there we learn the following:

Each carrot has 4mg of Vitamin C. Good for the eyes, great for the soul.

Onion. Two grams of Fiber in every one

Did you know? Each cup of our delicious broth contains only one gram of Sodium!

Stronger than you think… A clove of garlic has 1/2 gram of Protein. Try that on for size

So now we know the nutritional information of all our ingredients, and the soup nutritional breakdown, we can work out the quantities of each ingredient needed for the soup

  • Carrots: 20mg of Vitamin C, 4mg per carrot = 5 carrots
  • Onion: 4g of Fiber, 2g per onion = 2 onions
  • Broth: 4g of Sodium, 1g per cup = 4 cups of broth
  • Garlic: 2g of Protein, 1/2g per garlic clove = 4 cloves of garlic

With this information, exit the Pantry, and look to the wall on your left to see the stove with the large pot on it. Use your Soup Ingredients to lay everything out. Now put in the quantities as outlined above into the pot. Then use your Kitche-Tron 3000 to blend it together and you will receive Delicious Soup.

As before, take this to the delivery train to serve it.

 

Main Course: Burgers

Now for some burgers. Head over to the cookbook and flip the page once more. There’s a lot of information on this page, but for now we just need to focus on the clue on the top of the page:

Use the Mystery MEAT

The clue here is the word MEAT. Now head into the Pantry, and turn left into the cold storage area. Directly in front of you is a chiller box. Interact with it to turn the cogs on top. You’ll notice that the first COG on the left has a hole in it revealing a letter, and the other two have holes in that reveal numbers. What this means is each letter has a corresponding number. You need to spin the cogs until the letters spelling out the word MEAT are revealed, and jot down their numbers. They are:

  • M = 30
  • E = 15
  • A = 90
  • T = 45

This gives you the code 30, 15, 90, 45. now move the cursor to interact with the yellow handle on the box. This will take you to the side of the box with a dial containing those numbers. Move the yellow handle over the numbers in the code, in that order. Once you have done so the box will open and you can grab the Burger Ingredients. Now before you leave the Pantry, turn to your left, and on the shelf grab the piece of paper, which is the Slang Dictionary. Pin the Slang Dictionary straight away.

Now exit the Pantry and return to the cookbook. Make a note of the clues here:

Grill the patty. Not on the hoof, but not a hockey puck either.

Make ’em cry

Add red & yellow paint.

Take it through the garden, but 86 the rose.

Last but not least, add the secret ingredient.

Now with our handy pinned Slang Dictionary we can translate this recipe. All the phrases are in your pinned document, but in summary you will need to:

  • Grill the burger to Medium
  • Add Onions
  • Add ketchup and mustard
  • Add lettuce but not tomato
  • Add pickles

Now head over to the grill, which is just to left from where you made the Soup. Use you Burger Ingredients to set everything up. Then follow the instructions above to create Delicious Burgers. As before send them on the train.

A Poisoned Panic

Oh no, everyone’s been poisoned, and we need to find an antidote. As before, your first port of call should be the cookbook. On it’s final page it references a top secret dessert. You’ll see three circle designs next to a picture of a strawberry, an orange, and a piece of broccoli. The easiest thing to do here is to simply sketch the three circular designs, remembering which one goes with which fruit.

When you’ve done that, we need to make our way to the dessert trolley. This can be found by exiting the kitchen, and turning right and heading down the steps towards the fireplace. At the bottom of the steps look to your left to see a dessert trolley with three jellies in it.

Firstly for each jelly, replicate the circular patterns that you jotted down in the circle section beneath each jelly. The one on the far left is for strawberry, the middle is orange, and the one on the right is broccoli. Once you’ve done that, use the handles on each jelly to rotate them. After a few rotations, a number inside each jelly should appear. It will reveal the code:

375

With this code, exit the cafeteria completely by the newly opened door, and head left. Around the side of the building you will see some steps leading down and Eel is waiting for you. Input the code into the lock to open it and head inside.

Final Course: Dessert

There’s a lot to look at in the Chef’s office, but the main thing to do is to look at the wind-up cat on the wall to your left. Interacting with it will cause it to look in various directions, at different hats. The directions it looks in is always:

  1. Up
  2. Right
  3. Up-Right
  4. Left
  5. Up-Left

This gives you 5 different hats, in a certain order. Now look at the opposite wall, behind the desk, and you should see a calendar. You’ll notice that on this calendar each hat is worn on a different day. So now we want to translate our hats into days of the week. This gives us:

  1. Thursday
  2. Friday
  3. Monday
  4. Saturday
  5. Wednesday

Now head over to the fridge, which is to the right of the wall-cat. It will have a combination on it that is made up of days. Use the above code to unlock the fridge. Inside is the Instant Antidote (Just Add Dairy). As the name suggests we need to add dairy to this concoction to make it work.

Head back into the cafeteria, and back to the dessert station, where the jellies were. To the right of that is a drinks machine. There are various different options but considering we need to add dairy to the antidote, we need to pour some Milk into a cup (Interact with the Milk spout to do this.) Then use your Instant Antidote (Just Add Dairy) on the cup. Pick up the Antidote Float.

Then deliver this to the poisoned staff and you have finished this escape room.

Congratulations you have completed the Yes, Chef escape room in Escape Academy: Escape from the Past.

 

CLICK HERE TO GO BACK TO THE MAIN ESCAPE ACADEMY GUIDE

CLICK HERE TO GO BACK TO THE MAIN ESCAPE FROM THE PAST GUIDE

PREVIOUS: NO MORE MISTER HEIST GUY

NEXT: A TRYING TRIAL

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Escape Academy It’s Not Rocket Science Walkthrough https://www.godisageek.com/2023/06/escape-academy-its-not-rocket-science-walkthrough/ Tue, 20 Jun 2023 17:00:04 +0000 https://www.godisageek.com/?p=279370 Houston, we have a problem

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It’s Not Rocket Science is the second escape room in the Escape Academy DLC Escape from the Past by Coin Crew Games, and here is our walkthrough to help you through every step:

Escape Academy It’s Not Rocket Science Walkthrough Details

Time to complete: 40 Minutes

Difficulty Rating: 4/5

Walkthrough

Grease the Gears

From the outset, head out of the truck and turn to your left, to see an old-school gas pump. On it you will see the following information:

Last Sale: 6 Gallons

Charge: $2.26 includes a 40c service charge.

From this information, we can do a bit of quick maths to work out that the cost of each Gallon of gas is actually 31 cents.

Now head inside the building just to the right of the pump. We need to find some money. For this head over to the right wall, and you will see some lockers. Open the second locker from the left – this is Sandy’s locker – and interact with the red purse to acquire 1 Cent Coins, 5 Cent Coins, and 10 Cent Coins.

Now turn back towards the door you came in, and just to the right of it you will see another internal door. It has a sign on it that reads:

1 Gal. Gas Please

Now we know from the calculations we did earlier, that the answer is 31 cents. There are 4 slots on the door to enter coins. Using the coins we picked up, place a 10 Cent Coin in 3 slots and then a 1 Cent coin in the last slot. This will unlock the door.

Head inside to the car on the far side. Head towards the bonnet. You’ll find a key lock there. But more importantly, you’ll also get a good look at the license plate, which reads:

20L35R5L

These are the directions for the safe lock on the car hood. You need to turn the car key left until it reaches 20, then right until it reaches 35, then left until it reaches 5. Doing so will unlock the hood.

Head over to the workbench to pick up the Thermocodex Spark Plugs. Return to the engine and use them on it. Now you need to arrange to spark plugs on the engine to avoid overheating it. You can refer to poster on the wall to see which spark plugs have the best heat resistance, and put those spark plugs against the nodes with the largest scorch marks around them. If you’re still struggling the correct order of spark plugs from top to bottom is:

Green, Dark Blue, Light Blue, Red, Yellow

Now, with that fixed, turn to your left and interact with the chain to release the shutters. Then interact with the car door to head inside and start the engine to move the car outside.

With the car moved, you can head into the grease pit underneath and pick up the Engine Grease. Now head outside to the rocket. Climb the ladder by the rocket to reach the panel high up where the gears are grinding together. Use the Engine Grease to get the gears moving again.

 

Measure TWICE

Head back to the main workshop and to the lockers again. This time, open the one on the far right – Charlie’s locker. Pick up Charlie’s Favourite Record. We’ll come back later to unlock the backpack. Look to your left and head over to the corner of the room where there are loads of music posters on the wall and a record player. Use Charlie’s Favourite Record on the Record Player. It won’t play though because it has no power.

Interact with the button on the front of the Record Player to open it up and see the electric boards inside. We need to reorganise them so that they fit together properly. The key to this is to notice the pins on the edge of each piece. They need to interlock with another piece to create a complete rectangle with no spare pins. You’ll need to move the pieces around a fair bit. See the final solution below so you know what you’re aiming for:

Once done, you can now Interact with the Record to play it and hear the song. The song that plays is all about a glass of water. Now look at the posters on the wall. You will see on the top left of the back wall a poster referring to a “Tall glass of water” by a band called the SOLVE. This is the clue you need.

Head back to Charlie’s locker and interact with the backpack and enter the code SOLVE into the lock combination. Then grab the Measuring Tape and the Cryptic Schematic from the backpack. Pin the Cryptic Schematic.

Now turn completely around and head to the far side of the workshop. You’ll see a noticeboard in the corner with the following message on it:

Metal shop password?

Measure TWICE!

The clue here is the word “TWICE” Refer to your pinned Cryptic Schematic and you’ll see that each length of the peculiar shape has a letter attached to it. And then there is the same shape on the blackboard. Identify each length representing the letters T, W, I, C and E. The go to blackboard shape and use your Tape Measure to measure how long each length is. Each length measurement is a number for the code to the metal shop door.

You’ll find the following measurements:

  • T = 7
  • W = 6
  • I = 2
  • C = 8
  • E = 3

Putting this code into the door lock to the left of the blackboard will unlock the Metal Shop room.

 

Weld the Panel

Head into the Metal Shop room and pick up the Welding Kit on the desk in front of you. Then head back outside and leave the Workshop.

Approach the rocket, and you will see on the front of it that a panel is falling off. Use the Welding Kit to move it into place. Then trace around the edge of the panel with the Welding Kit to weld the panel to the rocket. Once this is done you’ll hear the familiar Escape Academy tune.

 

Finish the Fin

Now head back into the Workshop and turn immediately to your right. In the corner of the room, under the window is the Unfinished Fin to pick up. Turn around and look at the benches of the workshop. You’re going to want to head to the furthest back bench, ad to the left hand side – near the door to the Metal Work shop. Here you will find the Safety Goggles that you can interact with.

This will zoom in and reveal arrows in a specific order:

 ↑ ↓ ↑ ↓ ↑ ↓ ↓

However, this is not the code we need, because we need think a bit cleverer. Because actually if you wear the goggles your perspective would change, and the code would be reversed, meaning the true code is this:

↓ ↓ ↑ ↓ ↑ ↓ ↑ 

With this code noted down, head back over towards where you picked up the Unfinished Fin. You’ll notice the workbench nearest there has a cutting machine on it. On the end of the workbench farthest from where you found the fin, you’ll see an area you can interact with. It reads SAFETY FIRST with a set of levers you can put in either the up or down position. Use the code we found (↓ ↓ ↑ ↓ ↑ ↓ ↑ ) and arrange the levers in that order, and then flip the switch to the left.

This will turn on the blade. Use your Unfinished Fin on the blade and then pick it up to receive the Rocket Fin. Now head outside back to the rocket. Look around the back of the rocket to see a section with a missing fin. Use the Rocket Fin there to attach it.

 

Monstrong, we have a Problem

Now with the Gears greased, the panel welded on and the rocket fin replaced, we should be good to launch. Head back to the truck where Monstrong is, and press the big red launch button. That’s everything done right? Well no, disaster strikes, and the platform holding the rocket collapses. Now the rocket is aimed at the Headmaster’s Tower, and we need to fix it before it launches! And Monstrong is zapped, meaning it’s up to us!

Tow the Rocket

The one convenient thing that has happened as a result of the platform collapse, is the ladder has landed against the workshop. This now provides you with the means to climb up and reach the office above. Head inside. You’re looking for various different keys here.

Head to the workbench on the left to pick up the Key J and the Key Blanks. Then look to your right, and see the main office desk. From there pick up the Key O. Then turn right again, to see an anvil at the side of the room with Key E on it.

Before you leave look to the far left of the room to see a blackboard with a picture of a car on it with the phrase:

“Faithfully sealed by and AVERAGE JOE lock”

This is our clue for later.

Armed with the keys, we need to head back to the Metal Shop room.

To the right of where you picked up the Welding Kit is a Key Measuring Station. If you use each of your three Keys (Key J, Key O and Key E) on it, you will find out their different pin layouts. For reference each key comes out as follows:

  • Key J: 35332
  • Key O: 24235
  • Key E: 13435

Now our clue from earlier said that the key to the car was an “Average JOE” lock. So what we need to do is take the average of each number for each pin, to get our new key arrangement:

  • Pin 1 (Average of 3, 2, 1) = 2
  • Pin 2 (Average of 5, 4, 3) = 4
  • Pin 3 (Average of 3, 2, 4) = 3
  • Pin 4 (Average of 3, 3, 3) = 3
  • Pin 5 (Average of 2, 5, 5) = 4

So the layout for our Average JOE key needs to be 24334.

Now turn to your right and look at the Key Cutting Machine. Place one of you Key Blanks in it. And then cut the key from left to right using the 24334 code. Then pick up the Custom Key and head back outside to the car. Use the Custom Key on the back of the car to unlock it and grab the Tow Hook.

Use the Tow Hook on the collapsed platform and then head into the car and turn on the ignition. This will correct the platform and allow the rocket to fire vertically as intended.

Congratulations you have completed the It’s Not Rocket Science escape room in Escape Academy: Escape from the Past.

 

CLICK HERE TO GO BACK TO THE MAIN ESCAPE ACADEMY GUIDE

CLICK HERE TO GO BACK TO THE MAIN ESCAPE FROM THE PAST GUIDE

PREVIOUS: OLD RIVALS

NEXT: NO MORE MISTER HEIST GUY

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Amnesia: The Bunker | How to find the code https://www.godisageek.com/2023/06/amnesia-the-bunker-how-to-find-the-code/ Mon, 05 Jun 2023 13:00:34 +0000 https://www.godisageek.com/?p=278563 It's as easy as 1, 2, 3.

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As is often the way with horror games, you can be left stumbling around in the dark a little bit: but finding the code in Amnesia: The Bunker can be a headache you don’t need, especially when trying evade a horrific monster that’s slowly stalking you.

There are actually two different times you need to find a code in Amnesia: The Bunker, and we’ve got both solutions for you here. The first code you need to find is the Admin Office door, which we’ll address first. But the second Amnesia: The Bunker code is to get you access to the main area of the Arsenal, which will be the second part of this guide. You can click either of the phrases just there, to get to the code you need quickly.

Amnesia: The Bunker code: getting out of the admin office

One of the first steps in the game is finding and gaining access to the admin office (the main save room for the game). After you’ve met the soldier and grabbed the gun and bullets (in the pantry), you will need to shoot the padlock (although you can also throw a brick at it if you want to conserve ammo), go down the stairs, and enter the admin office.

Amnesia: The Bunker | How to find the code

First things first, you’ll need to go down into the generator room, which is near the office. You should see a soldier lying near the generator who is, sadly, already dead. You can check the dog tag, and interact with it. The key here is to rotate the dog tag and you’ll find the code on the back of it. That’s the code you’ll need, so return to the admin office and use it on the door.

Amnesia: The Bunker: Arsenal door code

This code is a much more involved affair, but to progress and get into the main area of the Arsenal you’ll need to get it. First up, head to the soldier quarters, and then to the far end of the first main corridor, where you’ll find the communications room. Sadly this is also locked, but there’s a clue: a sign saying “security” and pointing you to the “right” direction. Follow that sign tot he security room and break the door down to enter.

Inside the security room you’ll find a key box with a note. The note will be signed off by a random person (each playthrough is different), but you can simply look in the two barracks rooms at the end of the beds for the corresponding name for your playthrough. Once you have found the right bed, search it. It’ll either be on the bed, or in the box. It’s worth noting if you’re struggling here, the Clerk office (first room on this floor) has a sketch which shows which bed has been assigned to each soldier, too.

Amnesia: The Bunker | How to find the code

With the key in hand, you can get into the comms room only to find the radio isn’t powered, scuppering your plans again. Follow the obvious power line that leads to the radio. First up, it’s time to hit the utility room: go through the “B” barracks and to the corridor that leads to the “Mess Hall”, then into the Break Room. Near this, there’s a Utility Room with a padlock blocking access, which again, you can shoot off, or throw a brick at.

Now inside, you can switch things on, and head back to the comms room to turn the radio on. Make sure your generator is running, and that the switch on the comms room is all on, and you can now use the radio to get the all important Amnesia: The Bunker: Arsenal door code. Congratulations!

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Amnesia: The Bunker | How to get the Detonator Handle https://www.godisageek.com/2023/06/amnesia-the-bunker-how-to-get-the-detonator-handle/ Mon, 05 Jun 2023 13:00:28 +0000 https://www.godisageek.com/?p=278583 Explosive revelations.

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It must be pretty brutal skulking around dark corridors trying to stay alive away from a monster that lurks in the shadows. But on top of that, you have to solve puzzles and and find key items in Amnesia: The Bunker, all while fighting off your own fear and anxiety at the darkness and weirdness the game offers up. The Detonator Handle is a key item to progress in Amnesia: The Bunker, and you won’t be able to finish the game without it.

So in our Amnesia: The Bunker: :How to get the Detonator Handle guide, we’ll walk you through exactly where it is, and what you need to do in order to get it. So let’s begin.

Amnesia: The Bunker: Detonator Handle – where is it?

First of all, to get the Amnesia: The Bunker detonator handle you’ll need to have gotten the chain cutters shortly before from the German prisoner, and your nerves will already be shot since you have also likely had to fend off the monster to do so. So as long as you have the chain cutters, we can proceed. It’s time to head to the water filled storage (cut the chain that locks them), which will also lead you to the Roman Tunnels.

How do I get it?

Once inside, you need to drain the water. Use the power switch that’s into the water filled storage area, then turn on the pump that is near the gate where you cut the chain to enter. The generator will need to be running for this to all work.

With the water drained, you can see a metal box and plank that’s stopping you from being able to get into the tunnels. Simply get rid of the plank, then push the box out of the way to gain access.

Amnesia: The Bunker | How to get the Detonator Handle

Through the tunnels you will find a small camp with a save lamp, and we recommend strongly you save here. Pushing onwards you’ll find a blind, aggressive soldier, who you can deal with in a few ways:

  • Kill the soldier, and get his shotgun (easy way)
  • Sneap past (hard)

Regardless of how you deal with him, you need to get past him to find a door that you break down. Inside the room the detonator handle is waiting, and you can then head back to the bunker. You have to push a few boxes near the ledge before the blind soldier, which you can use to climb up and backtrack.

If you’re collecting dog tags, in the same room as the detonator handle you’ll find a hidden passage leading into an open space with a dog tag (and a code), and also a doll that’s a rabbit which can be used against the moster.

After all of this, you’ll now need to find a code to access the Arsenal, and if you get stuck there, we’ve got you covered with our guide.

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Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide https://www.godisageek.com/2023/06/street-fighter-6-find-thrasher-world-tour-chapter-11-guide/ Thu, 01 Jun 2023 23:01:57 +0000 https://www.godisageek.com/?p=278306 Hide and Seek be Damnd.

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Street Fighter 6 features a wide cast of characters in its World Tour, and although it can be straightforward, chapter 11 is a confusing, provoking the question: Street Fighter 6 Thrasher, where are you?

Chapter 11-1 is particularly strange because, until now, you’ve always had a pink quest marker showing you where to go. Suddenly, however, Capcom decided to make you do detective work, and because it could be hours since you last saw Damnd, it’s easy to forget which locations he might be, and even if you do know, it might not trigger properly.

So without further ado, here’s how you find Thrasher Damnd in Street Fighter 6 World Tour, Chapter 11-1.

Street Fighter 6 Thrasher Step 1: Daytime, go to Abigail’s

Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide

The last time you saw Thrasher, he was at Abigail’s Scrap Metal, and while he actually isn’t there right now, you need to go here during the daytime to start the quest off properly.

Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide

You can see the location of the scrap metal building via the image above. Speak to Mad Gear Elissa and she’ll explain he’s asleep during the gay (“genius”) so you need to head to your hideout and switch day to night. Then revisit Abigail’s scrap metal at night. You will have to fight off or avoid waves of the Mad Gear gang, then speak to Mad Gear Butterfly who will tell you he’s “hangin’ out on the roof, like usual”.

Step 2: Back to the roof, where it all started

Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide

At night, you’ll find the ladder you should know quite well in Downtown, Center Street. Elissa is next to it, and if you go up the ladder you’ll find everyone’s favourite Mad Gear leader, Thrasher Damnd.

Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide

It’s worth noting that we experienced a bug where the quest icon would update, but Damnd wouldn’t actually spawn in. You can either save, exit, then load back in, or run around a bit and he’ll appear before your eyes, ready to explain what he wants next.

Step 3: Where is the Crow Gang?

Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide

You’d be forgiven for asking “the what what?”, because in our playthrough we hadn’t spotted a single Crow Gang member until we got to this mission and went to find them. You’ll need to run or fast travel to the spot in the map below (the green arrow), which is where you’ll find the Crow Gang hangout. It’s also important to note it must be night time.

Street Fighter 6: Find Thrasher | World Tour Chapter 11 guide

Go here, speak to the the guard at the opening to the event, and fight your way through (optional, but good XP for higher level fighters is available here) to speak to the boss of the Crow Gang. That will then send you on your way to Nayshall, and you’ve completed the first part of Chapter 11. Well done!

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Street Fighter 6 | How to find Lily in World Tour https://www.godisageek.com/2023/06/street-fighter-6-how-to-find-lily-in-world-tour/ Thu, 01 Jun 2023 23:01:43 +0000 https://www.godisageek.com/?p=278496 Return of the Thunderfoot

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Lily is another member of the Thunderfoot tribe to feature in Capcom’s popular fighting series, and you’ll be able to unlock her as a mentor in the Street Fighter 6 World Tour mode. She has a quick and devastating moveset which can aid you as you begin to craft your own style, so we’ve put together a guide which will show you how to unlock Lily in Street Fighter 6 World Tour.

Street Fighter 6 World Tour: How to start the quest?

On the corner of Central Avenue – Downtown – North, you’ll meet a character called Ana (Level 10) who gives you the quest called ‘The Spirit Guide.’ It’s a relatively simple quest and can be unlocked relatively early in World Tour. You’ll have to retrieve the “stolen item from the Canary Crate member in Chinatown – Hong Hu Lu” during the day.”

Street Fighter 6 Lily The Spirit Guide

How do I complete the quest?

To complete the quest, head to Chinatown and turn right down the alley to the right of where Chun-Li is standing. After a relatively easy fight with a guy called Zimo (Level 13), he’ll give you the stolen item needed. Once recovered, head back to Ana and she’ll allow you to travel to Mexico via World Map on your smart phone.

Street Fighter 6 Lily World Tour Ana

How do I get Lily as a mentor?

Upon arrival, you’ll try and talk to an older fellow on a chair to no avail. Lily will then arrive in style to tell you he is Singing Wolf, “the most respected of all shaman.” After he whispers to her something about an evil pest, she’ll start a fight with you after getting out her impressive weapons. Once the fight ends, she’ll realise you’re not so bad. Talk to her again and ask to be her student. This will start another cutscene, followed by her agreeing to become your mentor.

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