Justin: Guide to all collectible locations

Juan It has over a hundred collectible items that players can find and discover throughout the Tower. Each collectible offers a glimpse into the lives of the people who lived during the rise and ebb of the tides before one day the rains mysteriously stopped.
Read on as we share all the guides we’ve created that will help you find each and every collectible in Juan.

There are 6 different types of collectibles in Juan. There are registered collectibles such as Letters, Bianca’s diary entriesand the fresh, and all the progress of your collection can be tracked through the menu. There are also collectibles that are not tracked but only need to be interacted with at least once to count, such as the cairns, shellsand altars.
All of these collectibles can be lost in a single run; However, it is recommended to complete the game first if some collectibles have been missed, as players can select a particular chapter to replay. Completing each type of collectible will unlock specific achievements.

There is a total of 4 altars to interact with, one in each chapter, starting in Chapter 2. Finding at least one altar will unlock the Back in Motion Achievementwhile finding all the altars will unlock the Cycle celebration achievement..

There is a total of 13 Bianca’s diaries which will be found throughout the game. They are often found on tables illuminated by lamps or lights. Collected journal entries can be reviewed by going to the Pause Menu > Letters > Bianca tab. Reading all of Bianca’s diary entries will unlock the Final promotion achievement.

There is a total of 20 cairns which will be found throughout the game. They are a little difficult to spot from a distance, but a marker appears above them once the child approaches them. Discovering a cairn will unlock the Achievement of the first stoneAs you discover all the cairns you will unlock the Achieving common ground.

There is to total of 12 frescoes will be discovered throughout the game, starting in Chapter 2. These frescoes are often found in huge rooms or chambers, and to activate them, the child must approach one and emit an echo. An activated cool will glow blue. Activating a single cool will unlock the Achievement Echo of the pastwhile activating all the frescoes will unlock the Antique Gallery Manager Achievement.

There is a total of 12 shells which will be collected throughout the game. These shells are often found in places of importance to ancient inhabitants, such as places of work or leisure. Finding a shell will unlock the Achievement An Ear to the Pastwhile finding all the shells will unlock the Sound Archaeologist Achievement.

There is a total of 44 letters which will be found throughout the game. You can find these cards lying on the floor, propped up on a desk, or occasionally displayed on a wall, usually in or around the Tower’s deserted settlements. You can access all collected Cards by navigating to Pause Menu > Cards.
Reading the first letter you find will unlock the First contact achievementwhile you read all the letters the Avid Reader Achievement.

That covers all the collectibles you can find in Juan. If you are looking for a detailed walkthrough on each chapter of the game, you can check out our guides listed below.
More Jusant guides:

Jusant: All 44 Letter Locations

Letters are one of the collectibles in Jusant. These letters were written by the previous inhabitants of the Tower about their daily lives, which provide some loose narrative as the kid makes their journey to the top. Read ahead as we share the locations of all the Letters in Jusant.
There are a total of 44 Letters to be discovered throughout the game. These letters can be found on the ground, on a desk, or even posted on a wall, usually within or near the abandoned settlements of the Tower. Once approached, a marker will appear above them to help locate where they are. All collected Letters can be viewed within the Pause Menu > Letters.
Finding all of the Letter will reward players with the Avid Reader achievement.
Here’s where to find all the Letters per chapter:

Letter #1 Location

After arriving at the first settlement full of baskets, go inside and turn right to see a set of stairs. Climb up and look to the left to find the letter.

Letter #2 Location

Climb the ladder next to the stonemason’s bench and head to the right to find the letter on the window next to the blue door.

Letter #3 Location

Near the first chasm, climb beside the scaffolding, and then go to the other side of it. Then, go under the scaffolding to find the letter posted on a plank.

Letter #4 Location

As you reach the bridge that leads to the two towers, follow the path that goes around and towards the huge hall. The letter is inside the hall, next to the lamp on the ground.

Letter #5 Location

Cross the bridge and take the path to the right to get to the shack; the letter is on the table.

Letter #6 Location

From the base of the tower, climb the first ladder, then turn left. Turn left again to find the letter by the foot of the blue door.

Letter #7 Location

Continue climbing up the tower, then swing back to the bigger tower. Crawl on the side up to the next ledge, then go inside the room. The letter is on the table, past the ladder.

Letter #8 Location

Upon reaching the large settlement, go to the right side and cross the small wooden bridge to find the letter posted on the wall.

Letter #9 Location

Go to the house with the yellow door near the ladder you climbed on to find the letter on the foot of the door.

Letter #10 Location

Head towards the left and look for the bulletin board next to the yellow circle window to find the next letter.

Letter #11 Location

Across the window, inside a crate near the house on the ledge, is where the next letter can be found.

Letter #12 Location

Go up to the next level of the settlement and climb up the stairs that lead to the yellow door to find the next letter.

Letter #13 Location

Progress further into the chapter until you reach the chasm section, where you have to lower a bridge. After crossing the bridge, turn right to find a gap in the wall leading to a room where the letter can be found on one of the shelves.

Letter #14 Location

In the chasm area, swing up using the two hanging anchors to reach the house on top of a platform. The letter is inside the crate in front of the house.

Letter #15 Location

Make your way to the section with the platform that has blue ropes on the rockface. Climb the blue ropes as a detour to reach a settlement. Look towards the left side, near the lamp behind some bricks to find the letter.

Letter #16 Location

Once you make it to the area where you have to swing down to the lower houses, make your way to the lowest level to find the letter posted on the entrance of the abandoned restaurant.

Letter #17 Location

After making it up to the next settlement area that has a broken windmill, go to the farthest end and look at the side of the pillar to find the posted letter.

Letter #18 Location

Just across the previous letter is the next letter, hidden inside a crate in front of a house.

Letter #19 Location

Go inside the buildings past the pillars to reach the stockroom, where the letter can be found near some jars on the far end.

Letter #20 Location

After climbing and swinging across the broken windmill to reach the pillared path, head to the white tree and go around it to find the letter.

Letter #21 Location

Reach the next area that leads to the broken bridge. Look for the letter next to the white barrels in the middle of the area.

Letter #22 Location

Head to the left side of the area and look for the letter inside a shed next to a house.

Letter #23 Location

Cross the bridge and follow the path until you reach the stairs next to the cliff. Turn to the left to find another set of stairs leading to a house where you can find the next letter.

Letter #24 Location

After climbing the large wall, climb the remaining ladder, and you’ll see the letter just up ahead near the house up top.

Letter #25 Location

From the previous area, take the detour to the left through the narrow ledge to reach the bug stable. Go to the end of the stable near the mouth of the cave, then follow the stairs leading down to the platforms, where you will find the letter next to a door.

Letter #26 Location

Back on the main path, climb the next climbing section to reach the next settlement. Look for the house on the edge of the cliff and go around it to find the letter posted on its wall.

Letter #27 Location

Head towards the shadowed area of this settlement and follow the path up the stairs and ladders. The letter is on a stool between a blue door and some tables.

Letter #28 Location

When you reach the chamber that has a hanging anchor, latch on to it, then swing towards the opening on the left side to find the letter.

Letter #29 Location

From the alley where the fabric shop is, climb the upper level, lower the bridge, then cross it to reach the letter.

Letter #30 Location

In the next large chamber that has many connected paths, from the entrance, turn left to find sparks on the wall. Use the sparks to get to the upper ledge and find the letter.

Letter #31 Location

Progress further to the area where you have to cross a wooden bridge to reach a lit resting station. You’ll find the letter on the door steps next to the counter.

Letter #32 Location

From the resting station, progress a bit further until you reach the vine that splits both ways. Take the left vine and cross the wall bulb to reach the letter inside a small alcove.

Letter #33 Location

After climbing the tall vertical walls, head towards the opening that is lit blue. Past the wheel to the door is the letter posted on the wall.

Letter #34 Location

Progress further into the chapter until you reach the detour to the water gates. Go on top of the left canal bank, then jump across to the other side to find the letter posted on the wall.

Letter #35 Location

Go back to the main path to reach the large hall. On the bottom level, head to the right to where the counter is to find another letter posted on the wall.

Letter #36 Location

Go up the stairs and look towards the lit store to find the next letter attached to the wall beside the door.

Letter #37 Location

Climb to the higher level within the hall, then use the anchor in the middle to swing to the other side to find a letter under an awning.

Letter #38 Location

Cross the bridge higher up in the middle and climb up the next ladder. Look around the first house that you pass to find the letter.

Letter #39 Location

Reach the huge caverns with hanging platforms. Make your way through the platforms, and you’ll see the letter on the platform where you will be riding down a zipline.

Letter #40 Location

Take the zipline, and once you land, look to the left to find the letter next to some green barrels and a bucket.

Letter #41 Location

After climbing around the rock with the crawling critters, reach the next platform, lower the bridge, and cross it to get to the next platform that has the letter.

Letter #42 Location

From the previous platform, use the anchor to swing far towards the next platform. Look for the small platform on the edge to find the letter.

Letter #43 Location

Progress through this chapter until you get past the windy climb next to some wheels and reach the next settlement. Go inside the settlement and look towards the left to find the posted letter.

Letter #44 Location

From the settlement, go back outside and cross the narrow ledge. Go to the nearby house where you’ll find the last letter inside the crate.

That covers every letter locations in Jusant. If you’re looking to find all the other collectibles in the game, you can refer to our complete collectibles guide here.

The man who erased his name announces collaboration with Takoyaki

Like a Dragon Gaiden: The Man Who Erased His Name is SEGA’s newest game coming out this week and fans around the world, including me, are excited. With plenty of trailers, gameplay, and gameplay previews, fans are gearing up to play as Kiryu Kazama once again as the main protagonist of this sequel to Like A Dragon: Infinite Wealth. Out of the blue, SEGA announced a unique collaboration with one of Japan’s famous takoyaki restaurants to promote Like a Dragon Gaiden: The Man Who Erased His Name, and its menu is one fans shouldn’t miss.

Like a Dragon Gaiden: The Man Who Erased His Name X Takoya Dotonbori Kukuru
Takoya Dotonbori Kukuru, a famous Takoyaki restaurant in Japan, announced that it has partnered with SEGA to promote Like A Dragon Gaiden by selling a limited edition, BLACK OCTOPUS until November 16, 2023 in Japan. These limited edition takoyaki are only sold at the following branches:

Kukuru Dotonbori Main Store
Dotonbori Konamon Museum Store
Dotonbori Minami Store
Soemoncho Store

If fans want to try this delicious takoyaki, it only costs 1069 yen. Eating this popular item will surely feel what Kiryu felt when eating takoyaki in all of his Like A Dragons and fans will surely love it.
Like A Dragon Gaiden: The Man Who Erased His Name will be released on November 9, 2023 for PlayStation 5, PlayStation 4, Xbox One, Xbox Series X and Series S, and PC via STEAM. For more information about the game, visit the links below:

All RoboCop Rogue City weapons and where to find them

Since there are always bad guys in every corner of the city, it’s good to keep your options open and your trigger finger ready. RoboCop Rogue City offers a wide variety of weapons to choose from in your never-ending mission to enforce the law and protect the innocent citizens of Old Detroit.
In this RoboCop Rogue City weapons guide, I’ll tell you when and where you first find each weapon in the game and give you some tips you might find interesting about them.
Not counting your Auto-9 weapon and the OCP shotgun that you get from the Alex Murphy Edition, there are a total of 16 weapons to collect and use in his crusade against the criminals of Old Detroit. There are also a couple of melee weapons, namely the mallet and fire axe, in the game, but it appears that RoboCop is not programmed to wield them. Therefore they will not be counted.
RoboCop Rogue City Weapons List

Auto-9 handgun
Default primary weapon.
On its own, the auto-9 can guide you through the vast majority of the game’s content. Once you start experimenting with motherboards and chipsets, you get a versatile weapons platform that can quickly take down any enemy in the game. (As long as you have the right chip configuration for the right situation.)
Nothing beats the always reliable Auto-9. The rest of the weapons in the game are there to spice things up while you’re on patrol.

OCP Shotgun
DLC secondary weapon.
The OCP Shotgun is only available to players who have purchased the Alex Murphy Edition. It may be similar in many ways to the Combat Shotgun S12, but you will always have an instance in your secondary slot at the start of each level. It doesn’t really affect the game much considering you’ll have no choice but to replace it once all the shells have been spent. But it’s nice to have a shotgun as your primary secondary.

9mm pistol
Seen for the first time in TV station level.
The humble 9mm pistol is a good backup if no other secondary weapons are available. Although it is true that there is no other reason to choose one other than to say that you have chosen it. It’s fun to mix things up after a while, and the 9mm can be that change of pace you may be looking for on your second playthrough and beyond.

Microgun
Seen for the first time in TV station level.
The micro SMG is the most common weapon you will find on the ground in all stages of the game. If it’s not your typical street thug, then it’s the “state of the art” UEDs that wield them to lethal effect. The fast rate of fire and high handling is what makes this weapon viable against any and all unarmed enemies.

74 assault rifle
Seen for the first time in TV station level.
The first assault rifle you encounter in the game is clunky and a bit unwieldy. But what it lacks in finesse it makes up for in stopping power. You can easily take down enemies at close range before using up all the bullets in your 30-round magazine.

SMG Tek
First seen in Court store in the center.
The Micro SMG’s more powerful and reliable cousin, the SMG Tek, is better in almost every way. The only downside is that you won’t find many of these weapons early to mid-game. And I can argue even at the end of the game if you don’t know where to look.

heavy machine gun
First seen in downtown ghost house.
The heavy machine gun is my secondary option in most situations. Why wouldn’t you use a mounted weapon and attack enemies like John Rambo? There is no reason not to do it. In terms of practicality, the machine gun holds 100 rounds in its ammo box and is quite good even at longer ranges. More importantly, they become more common as armored enemies like UEDs will start carrying them as well.

combat shotgun
First seen in steel mill Level.
The best thing about the combat shotgun is that you don’t have to eject spent shells after firing. You can fire all 9 shots at as many enemies at close range.

.50 caliber heavy pistol
First seen in steel mill Level.
The .50 caliber heavy pistol has one job and one job only. Hit enemies with a single shot to the head or upper torso. What I really like about this gun is that it has one of the fastest reloads with a partial magazine. Almost comparable to the 9mm in that regard. It’s almost as good as your Auto-9.

KH-21 assault rifle
First seen in steel mill Level.
This upgraded assault rifle is a more stable version of the Assault Rifle 74. It only has the disadvantage of having a long reload time for an empty magazine. Good at medium speed even in automatic mode.

Grenade launcher
First seen in steel mill Level.
Grenade launcher enemies become much more dangerous the longer they remain in play. The potential for explosive damage for you is quite high if 2 or 3 projectiles explode near you. For some reason, when we use it for ourselves, the timed fuses are replaced with impact shells. Not that I’m complaining, but it’s just an observation worth noting. Good for crowd control and some degree of boss stun.

.50 caliber sniper rifle
First seen in steel mill Level.
The only normal “sniper rifle” in the game. You don’t see these types of weapons on the streets very often. But when you do, it’s usually a mercenary on an elevated surface, looking for a flash of bright silver.
In my experience, it is often unpredictable. I can’t quite explain why this is so. The visitor log is somewhat off when I use it. Although you may find it more reliable in your hands. Good luck finding one while patrolling.

RBS assault rifle
First seen at the end of steel mill Level.
There are a couple of things I like about the RBS Assault Rifle. On the one hand, it hits like a truck, and on the other, it’s fully automatic. But there are also negative aspects to consider when picking up the gun. The recoil is incredibly strong for a rifle, a problem that becomes evident when you look in and pull the trigger.
You’ll love this gun the moment you realize that the auto mode is best for hip-firing and the scope is for one-touch enemies on the head.

Rocket launcher
First seen at the end of OCP Bank Level.
The rocket launcher is one of the most unique weapons in your arsenal. The slow-moving rockets it fires normally will not be able to hit moving targets. But if you aim at a nearby surface, there is a chance that the radius of the explosion could kill them instantly. Or they won’t. I found that it depends to some extent on line of sight. So even if you shoot the sandbag in front of them, enemies behind soft cover will likely survive the splash damage from a rocket. How weird.

S12 combat shotgun
First seen in OCP Correctional Facility Level.
This upgraded shotgun hits harder than the combat shotgun. Additionally, it is semi-automatic. It is practically the OCP shotgun in everything except the model and name.

RBS Mk2 assault rifle
First seen in OCP Correctional Facility Level.
In my opinion, the best assault rifle in the game. This weapon has the stopping power of the first RBS and the recoil pattern of the KH-21. It is somewhat held back by its long reloading animation that appears to have a rod that runs along the entire barrel. The empty reload animation adds a bit of wind to the side.

Mk6 submachine gun
First seen in Detroit Gun EXPO Level.
As far as I know, the SMG Mk6 only appears in the Detroit Weapons EXPO level. There’s not much to say about it other than it’s great to see. Have fun while you can, you probably won’t see them again for the rest of the game.

cobra assault cannon
Seen for the first time during ‘No exit’ Level.
The Cobra Assault Cannon is a sniper rifle packed with explosive bullets. You only get this bad boy in a late-game encounter, but it’s by far the best introduction to a weapon in the entire game.

And that’s all you need to know about all the weapons in RoboCop Rogue City. Each secondary weapon brings something unique to the table. And that is very appreciated in a game in which almost no one is interested in putting down their weapons. But to you that’s just Old Detroit.
More RoboCop Rogue City guides:

RoboCop Rogue City All locations safe and combined

During your quest to get rid of crime in Old Detroit, you’ll find a number of safes that you can open to give your police job search a jump start. It’s nothing too significant, but it’s nice to know that the safes in RoboCop Rogue City aren’t just there for show.
In this guide, I will tell you where you can find the safes, how to open them, and where to find their combinations. The safes in RoboCop Rogue City don’t offer much overall, but they should be seen as an advantage if you decide to invest in the ENGINEERING or DEDUCTION skills.
RoboCop Rogue City Safe Locations
There is 6 safes to open in the game. Distributed in 3 locations in the game. You get to places through side quests and through the main quest. Basically, you can walk past them without noticing some of them. But it’s hard to ignore once the safe visual popup appears on your viewer.
How to open safes in RoboCop Rogue City
To open safes in RoboCop Rogue City, you will need to have a minimum of 6 skill points in ENGINEERING or DEDUCTION. The difference is that ENGINEERING allows you to open safes instantly by interacting with them. If you follow the DEDUCTION route, you will be able to search for a safe match nearby. It may seem like an inconvenience, but the advantages of a high DEDUCTION far outweigh the disadvantages.
The following information is specifically for players who decide to go down the DEDUCTION path. I’ll show you where you can find all the codes to quickly open all the safes in the game.
Center part 1

Scrapping Secondary Mission
Safe location: Chop Shop OfficeCode location: On the side of the utility closet, in front of a row of lockers. Office on the ground floor at the back of the store.Secure contents: Fake money

The main soot search mission
Safe location: On the floor behind the Arcade owner’s desk. The last room in the Arcade basement.Code location: On the calendar on the back right wall of the Arcade owner’s office.Secure contents: Fake money, stolen jewelry

The main soot search mission
Safe location: Ghost house. Upper floor past the heavy machine gun before jumping down the elevator shaft.Code location: On the side of the sink in the ruined bathroom on the other side of the room.Secure contents: Incriminating documents, stolen wallet

Slaughterhouse

Soot Final Encore Main Mission
Safe location: Upstairs office, past the nuclear laboratory. (If you go to the next complex, you will have missed it)Code location: Sign on the wall inside the room directly below the office that has the safe.Secure contents: Stolen jewelry

Soot Final Encore Main Mission
Safe location: Behind Soot’s dressing room. Storage room with red light.Code location: Folder on the bottom row of a shelf that is next to a blue neon sign.Secure contents: Stolen jewelry

steel mill

The territory of the street vulture
Safe location: West side of the Quarry. Second floor of the building where the secondary mission ‘Motorcyclist Secrets’ is located.Code location: Calendar in front of the ruined bathroom directed under the safe.Secure contents: Nuclear weapon, fake money, incriminating documents

And that’s all I have for this guide to combinations and safes in RoboCop Rogue City. Remember, you don’t need to worry too much about safes. They don’t affect the overall experience too much…unless you’re looking to get an A on every test. But that’s a small thing compared to doing justice! Stay alert, Officer Alex Murphy.
Check out our other RoboCop Rogue City guides:

All Alex Casey Lunchbox Locations

Alex Casey Lunchboxes are a hidden collectible for Saga Anderson to find in Alan Wake 2. They contain Manuscript Fragments which you can use to upgrade Saga’s weapons giving you an edge against the Taken. These lunchboxes are small so they’re very easy to miss. That’s why in this guide, I’ll show you how to find all Alex Casey Lunchboxes.
Finding the Alex Casey Lunchboxes half of the requirements for the Secret Stashes and Hidden by the Trees trophies. You can come back for any Alex Casey Lunchboxes you potentially missed by going in-between Cauldron Lake, Bright Falls, and Watery. This is until the Point of No Return in Return 6: Scratch where you’ll be locked into a path and can’t explore anymore.
There are 21 Alex Casey Lunchboxes in Alan Wake 2. Here’s where you can find all of them:
All Alex Casey Lunchboxes in Cauldron Lake
There are 8 Alex Casey Lunchboxes in Cauldron Lake. Here’s where you can find them:
Mortar Falls – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 1: Invitation
Contains 2 Manuscript Fragments

On you way to the murder site in Return 1: Invitation, you’ll follow Casey as they descend on broken stairs the game refers to as the Bony-Legged Path. You’ll reach an area with a landslide blocking the way. Follow to the pathway on the right until you see the Mortar Falls signpost near the waterfall. The Alex Casey Lunchbox is nearby behind the bushes.
Witch’s Hut – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 1: Invitation
Contains 1 Manuscript Fragment

During the murder site investigation, you can break from the area and explore. Go to the Witch’s Hut northwest of the General Store. There is a path to the left that leads to a campsite where you’ll find an Alex Casey Lunchbox on top of colored toy eggs.
FBC Station – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 1: Invitation
Contains 2 Manuscript Fragments

On the way back from the murder site, Saga and Casey will use the shortcut where they’ll run into a big contraption with a satellite. That’s the FBC Station. Go behind that contraption and climb up on the ledge to grab an Alex Casey Lunchbox.
Witchfinder’s Station – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 2: The Heart
Contains 9 Manuscript Fragments

After clearing the Overlap, you can explore before heading back to Bright Falls. Go to the Witchfinder’s Station at the northwest side of the Cauldron Lake map. Outside of the cabin there’s a table on the right side with colored eggs scattered on the ground. Follow those to the northeast edge and you’ll find the Alex Casey Lunchbox.
Streamside Waterfall – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 2: The Heart
Contains 9 Manuscript Fragments

Go to the Witch’s Hut and travel down to follow along the river’s path to the north. When you reach the end area blocked off by a dam, you’ll find an Alex Casey Lunchbox on the rock.
Southwest of Murder Site – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 2: The Heart
Contains 3 Manuscript Fragments

After the flood has subsided head southwest of the murder site to find a torn down campsite. You’ll find an Alex Casey Lunchbox there.
Landslide North of General Store – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 2: The Heart
Contains 1 Manuscript Fragments

Go to the front of the General Store before the murder site and take a turn. Follow the path up to the landslide area and look to the left side of the rubble to find the Alex Casey Lunchbox.
Rental Cabins – Cauldron Lake Alex Casey Lunchbox Location

Can be found on Return 5: Old Gods
Contains 9 Manuscript Fragments

Use the Boltcutters to open the gate and access the Rental Cabins area. Go inside Cabin 3 and head into the backdoor. Go right and open the door to Cabin 2 from the back. You’ll find an Alex Casey Lunchbox on the table.
All Alex Casey Lunchboxes in Bright Falls
There are 7 Alex Casey Lunchboxes in Bright Falls. Here’s where you can find them:
Park – Bright Falls Alex Casey Lunchbox Location

Can be found on Return 1: Invitation
Contains 5 Manuscript Fragments

Go to the park and look for a tree near the Gazebo. The Alex Casey Lunchbox is behind there.
Woods Near Save Room – Bright Falls Alex Casey Lunchbox Location

Can be found on Return 5: Old Gods
Contains 7 Manuscript Fragments

As you head south from the break room on the way to the Valhalla Nursing Home, make a detour further down south. You’ll eventually come across a wooden ladder. Before descending down, go right using the pathway that leads up. You’ll find a Alex Casey Lunchbox there.
Valhalla Nursing Home – Bright Falls Alex Casey Lunchbox Location

Can be found on Return 5: Old Gods
Contains 5 Manuscript Fragments

Go to the Valhalla Nursing Home. After entering, go directly to the room on the right. It’s the one with the Alan Wake cutout. The Alex Casey Lunchbox is on the cabinet to the left.
Southern Shore – Bright Falls Alex Casey Lunchbox Location

Can be found on Return 5: Old Gods
Contains 6 Manuscript Fragments

There is a shore to the south of the Bright Falls map where you’ll find a Nursery Rhyme and a campsite. The Alex Casey Lunchbox is on an elevated area overlooking the shore.
Billie’s Boat Yard – Bright Falls Alex Casey Lunchbox Location

Can be found on Return 5: Old Gods
Contains 9 Manuscript Fragments

After completing the Overlap, go to Billie’s Boat Yard. Outside in the direction of the water tower is an Alex Casey Lunchbox.
Ranger’s Station – Bright Falls Alex Casey Lunchbox Location

Can be found on Return 5: Old Gods
Contains 8 Manuscript Fragments

Go to the Ranger’s Station and head north. The Alex Casey Lunchbox is on top of an elevated position on the path before you pass the light post.
Outside Valhalla Nursing Home – Bright Falls Alex Casey Lunchbox Location

Can be found in Return 5: Old Gods
Contains 9 Manuscript Fragments

Go outside the Valhalla Nursing Home and head right between the fork in the path. The Alex Casey Lunchbox is right in between.
All Alex Casey Lunchboxes in Watery
There are 6 Alex Casey Lunchboxes in Watery. Here’s where you can find them:
Radio Tower – Watery Alex Casey Lunchbox Location

Can be found on Return 3: Local Girl
Contains 7 Manuscript Fragments

Go to the very north of the map. Past the save point you’ll find the Watery Radio Tower where an Alex Casey Lunchbox is on the edge of the cliff.
Ranger Cabin – Watery Alex Casey Lunchbox Location

Can be found on Return 3: Local Girl
Contains 5 Manuscript Fragments

Go to the Ranger Cabin area. On the right side there is a campsite where you can find an Alex Casey Lunchbox next to the tent.
Coffee World – Watery Alex Casey Lunchbox Location

Can be found on Return 3: Local Girl
Contains 9 Manuscript Fragments

Go to the entrance of Coffee World. Right next to the ticket booth is a yellow mug structure. Go behind it and you’ll find an entrance with the Alex Casey Lunchbox inside.
Lighthouse Trailer Park – Watery Alex Casey Lunchbox Location

Can be found on Return 3: Local Girl
Contains 7 Manuscript Fragments

Go to the Lighthouse Trailer Park area. Right next to Saga’s trailer is a playground. The Alex Casey Lunchbox is at the back near the blue garbage bins.
Kalevala Knights Workshop – Watery Alex Casey Lunchbox Location

Can be found on Return 3: Local Girl
Contains 6 Manuscript Fragments

Go to the side of Kalevala Knights Workshop. Look for a shed with steel walls next to a boat with garbage cans in front of it. The Alex Casey Lunchbox is next to it.
Watery Lighthouse – Watery Alex Casey Lunchbox Location

Can be found on Return 3: Local Girl
Contains 9 Manuscript Fragments

Go to the save room near the Watery Lighthouse. On the cliff right beside it is an Alex Casey Lunchbox.

Two more costumes confirmed for the Arkham trilogy

Arkham Trilogy is one of the newest games coming to the Nintendo Switch. This trilogy consists of the Arkham Asylum, Arkham City, and Arkham Knight games that were remastered for the Switch and have made a huge impact on Batman fans around the world. Recently, it was confirmed that two more suits will be added to the series and fans will be surprised to see them back.
What are the two confirmed costumes for the Arkham trilogy?

Batman: Arkham Trilogy for Nintendo Switch will not only introduce Robert Pattinson’s new Arkham Knight suit, but will apparently also include Batman and Catwoman’s armored skins from Batman: Arkham City Armored Edition for Wii U (2012).(through https://t.co/FrRo6QCrvR) pic.twitter.com/76AV4vXwtl- Batman Arkham Videos (@ArkhamVideos) November 1, 2023

According to Twitter user Batman Arkham Videos, it is confirmed that not only will Robert Pattinson’s leaked Batman suit be added to the game, but also Batman and Catwoman’s armored skins. Batman and Catwoman’s armored skins first debuted in the Nintendo Wii U version of Arkham City in 2012. Seeing how metallic and fully prepared the iconic DC couple are, Bat and Cat are ready to take on all of the villains in inside and outside. of Gotham City.
Arkham Trilogy to be released on December 1, 2023 for Nintendo Switch. For more information on the series, don’t forget to click our links below:

All 4 Altar Locations (Back in Motion achievement)

altars They are interactive places in Juan. These altars represent stories of the land and its history with the tides when the Tower was still inhabited by people. Read on as we share the locations of all the altars in Juan.
There is a total of four altars to discover, one for each of the chapters from Chapter 2 onwards. Altars are usually in hidden locations within the Tower, and to interact with one, approach it and hold it with both hands. Then turn it counterclockwise and it will activate.
Discovering all the altars in the game will reward the Back in Motion Achievement.

Location of the Altar of John #1

Altar #1 can be found in Chapter 2: Migration. Once you reach the base of the large settlement, go to the left side, where the yellow circle window is. Go to the side alley where the window is and then turn left.
Head into the lit hallway on the right and you will find the altar room.
Location of the Altar of John #2

Altar #2 can be found in Chapter 3: Solstice. After reaching the pillar-lined path, head into the building and follow the path until you reach the room with a hole in the floor. Rappel and you will reach the altar room.
Altar of John #3 Location

Altar #3 can be found in Chapter 4: Convergence. After crossing the long plank bridge, continue climbing the rest of the rock wall ahead and you will reach a narrow ledge. Cross the ledge and, before going through the next passage, grab the nearby anchor and rappel down the ledge on the right.
You will find a cave that opens up right below you. Turn towards the opening to enter the altar room.
Location of the Altar of John #4

The Final Altar can be found in Chapter 5: Mirage. Starting from Bianca’s tent, continue climbing until you reach the relay below a windsock. Hold on to the relay and then rappel down.
You will see the opening of a cave with a vine next to it. Turn towards the opening and you will reach the altar room.

The 12 locations of Bianca’s diary

Bianca’s diaries They are collectible in Juan. These are records written by an adventurer named Bianca, who undertook an expedition to investigate the ballasts, their disappearance and their relationship with the loss of rain caused by Jusant. Read on as we share all of Bianca’s magazine locations on Juan.
There is a total of 12 pages from Bianca’s diary They are found throughout the game and are often found on tables illuminated by lamps or lights. You can review the collected diary pages by going to the Pause Menu > Letters > Bianca tab.
Collecting all of Bianca’s Diary pages will unlock the Final promotion achievement.
This is where to find Bianca’s diaries by chapter:

Bianca’s Diary #1 Location

Starting from the tower, go down the bridge that connects to the smaller tower, then cross it to reach the small room where the journal can be found.

Bianca’s Diary #2 Location

From the base of the large settlement, head to the left side where the Chapter Altar can be found, then climb the nearby ladder to reach the upper floor. The journal can be found on a table in the corner near the railings.

Bianca’s Diary #3 Location

As you begin Chapter 3, turn around and look around the corner to find the diary.
Bianca’s Diary #4 Location

Before climbing two light bulbs from the wall and swinging to the next ledge, climb the blue rope and ladder, then head inside the small settlement on the left to find the journal.
Bianca’s Diary #5 Location

At the wall junction where you first encounter the wall bugs, head inside the opening along the main path and look at the table on the left to find the journal.
Bianca’s Diary #6 Location

Climbing the wall of bugs and seeing the ladder full of yellow birds, turn left to find a small settlement where the diary can be found.
Bianca’s Diary #7 Location

Once you reach the creature pens, head to the corner near the cave entrance to find the table where the journal is.
Bianca’s Diary #8 Location

At the end of the chapter, before interacting with the stone wheel, head to the left side to find the table where the journal is.

Bianca’s Diary #9 Location

From the alley where you will find more sparks in front of the fabric store, follow the path to the end, where you will find the journal on a desk.
Bianca’s Diary #10 Location

After crossing the wooden bridge that leads to another settlement, you will find the table with the journal near the blackboard.

Bianca’s Diary #11 Location

Place the two windmills on top of each other and go up to the right side until you reach a large settlement. The diary can be found deep in the settlement, but before reaching the fresco room.
Bianca’s Diary #12 Location

Progress through the chapter until you reach Bianca’s cabin next to a cave opening; The diary is on a table, it’s hard to miss.

All Shell Locations

shells They are collectible in Juan. These shells keep some of the memories of the places that surround them through the sounds stored inside. Read on as we share the locations of all the shells in Jusant.
There is a total of 12 shells They will be collected throughout the game and can often be found on the ground within locations that used to be important to the Tower’s previous inhabitants.
Finding all the Shells will reward players with the Sound Archaeologist Achievement.
This is where to find all Shells per chapter:Chapter 1: Daymark ShellsChapter 2: Migration ShellsChapter 3: Solstice ShellsChapter 4: Convergence LayersChapter 5: Mirage Shells

Shell Location #1

Advance through the first part of the story until you reach the stone carving workshop. The shell can be found on the ground near the carving table.

Shell #2 Location

Climb the vines that lead to an abandoned bar. The shell can be found on the floor under the anchor sign on the wall.
Shell #3 Location

Inside the cave where the excavation site is located you can find an elevated drawbridge. The shell is close to the musical instruments.

Shell #4 Location

After leaving the building that has blue tiles and windows overlooking a fresco, exit, go to the edge and tie the rope to the wall. Rappel down and you will find a niche below where the shell can be found.
Shell #5 Location

You will come across a wall that has many bugs. Stay on the right side of the wall while climbing. After reaching the relay, go up a little further and look to the right to find a hidden ledge that leads to a fossil cave where the shell can be found.
Shell #6 Location

The shell can be found inside the bug pen near the mouth of the cave.

Shell #7 Location

After crossing the canal, head to the alley where you will find a fabric shop. The shell can be found on the door steps of the store.
Shell #8 Location

The shell is inside the ship within the closed channels.
Shell #9 Location

After crossing the blue illuminated bridge in the stalactite area of ​​the caves, you will reach another hanging platform where the shell can be found next to two blue barrels.

Shell #10 Location

Proceed through the level until you reach the two working windmills stacked on top of each other. Continue going up to the right side and you will reach a settlement. The shell can be found inside a broken pot.
Shell #11 Location

From the part where you have to go from a relay to a distant windmill, continue moving to the right to find a smaller settlement where you can find this shell.
Shell #12 Location

Move forward until you reach the relay that is directly below a windsock. Attach to it and rappel down to find the cave opening that has a vine in it. Turn into this cave where you will find the shell near the altar.

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