Jusant Walkthrough Chapter 5: Mirage

Mirage It is the fifth chapter of Juan. The boy has now reached the windy tower cliffs, where the gusts are strong enough to sweep away anyone and anything that isn’t attached to something. Read on as we guide you through the events of Mirage in Juan and share the locations of all collectibles in the chapter to help you obtain all the trophies in the game.
See previous: Chapter 4 Convergence Tutorial

From the beginning of the chapter, you will notice that there are large gusts of wind blowing on the side of the rocks. The wind will affect your movements and you will have to be careful with its direction and the rhythm of your movements.

On your first climb, you will see windsocks on the wall that will help you determine the direction of the wind. The wind picks up at intervals, and in this case, time your jump when the wind is blowing up so you can reach the rocks above. Do the same whenever you need to jump sideways in case you need a boost or just avoid getting hampered by the wind.

Continue climbing until you reach the two windmills that are close to each other. Get to the top of the second windmill above and sound an echo to wake up the vines at the top. Climb the rock on the side and wait for the wind to die down before double jumping towards the vine. Then, move to the right side and get on the ladder.

You will reach another settlement. Go inside and look inside the jar to find Shell #10.

Further ahead on the right is where Cairn #19 It can be found.

Further ahead, next to the lamp, is Bianca’s Diary #11.

Inside the front room is Fresh #10.

Go back out and go down to the light bulbs on the wall you passed earlier, then reach the relay. Drop down and turn to the left side of the windmill, go to the left side and place a piton, then turn to the other settlement on the left.

This settlement is where you will find Shell #11.

Return using the hanging anchor, then connect it to the relay. Wait for the wind to blow and then jump to the rope. Climb the light bulbs until you reach the next relay.

In the next part, the winds are getting stronger, preventing you from going any further. Use the side wheels as a windshield and time your climb once they block the wind.

Once you reach the top, enter the path towards the rocks and look to the left to find Letter #43 posted next to the door.

Continue down the stairs ahead and you will reach Fresh #11.

Retrace your steps into the open space and then take the narrow ledge. Then go to the house and get Letter #44 inside the box. If you have managed to collect all the cards at this time, you will receive the Avid Reader Achievement.

Continue through the crack in the wall and climb to the top; You will have to time your crossing as there are strong winds and very strong winds on this wall.
Finally, you will reach a cave. Go in and go through the small gap at the other end.

Once you reach the next room, look for the hole on the left side. Hook your rope and descend into the hole to find Bianca’s Diary #12.

Look for the crack in the wall and follow the path to get there. Fresh #12. If you have activated all the frescoes at this point, you will receive the Antique Gallery Manager Achievement.

Return to the hole and head to the store to find Bianca’s Diary #13. If you have collected all the journals at this point, you will receive the Final promotion achievement.

Head towards the cave opening and turn left to find a hanging anchor. Work your way up the next section of climbing until you reach the first relay under a windsock.

From this relay, rappel down and you’ll see an opening in the side of the wall below, which also has a vine. Turn towards this opening, then enter to find Shell #12 and Altar #4. If you have found all the shells and altars at this point, you will receive the Sound Archaeologist Achievement and the Cycle celebration achievement.respectively.

Climb back up using the vine and then continue climbing from the relay. The climb to the crack will be long and the strong gusts will prevent you from climbing, in addition to using up both your stamina and your maximum stamina. Make sure to place pitons along the path and rest from time to time.

Once you reach the top, turn left and then turn left again to find Cairn #20. If you have found all the cairns at this point, you will receive the Achieving common ground.

Head towards the huge structure and then interact with it to trigger the next cutscene. The child will then activate the structure, which will attract the attention of an adult ballast. The ballast approaches and offers the child a ride on its fin, on which the child jumps.

You will then regain control as you help the child onto the back of the ballast as it flies. Climb the rope and then climb onto the back of the ballast until you reach its head.

Another scene will play showing the ballast flying to the top of the tower, showing an icy crater and a structure in the middle. The boy falls into the snow carrying his companion, weakened by the cold.
See next: Chapter 6 Syzygy Tutorial

Jusant Walkthrough Chapter 4: Convergence

Convergence is the fourth chapter of Jusant. The kid makes their way deep into the rock where some of the first civilization found shelter when the rains stopped pouring. Read ahead as we walk you through the events of Convergence in Jusant and share the locations of all the chapter’s collectibles to assist you in obtaining all the trophies in the game.
See previous: Solstice Walkthrough

Follow the path up the stairs until you reach a chamber with two paths. Swing towards the path to the left first to find Letter #28 on the shelves.

Next, head back to the chamber and swing towards the platform where the bird is to proceed.

Next, you’ll arrive at a large room. Scale the wall on the left, then as you hang to the next ledge, sound an echo to make the yellow sparks come to you. Once you’re surrounded with sparks, jumping will make them lift you up higher, allowing you to reach the ledge up high.

Once you reach the upper platform, turn the wheel to open the gate below. Descend down and go through the gate to get to the next area.

You’ll arrive at a canal. Go straight and take the first ladder to the left. Then, cross the plank bridge to get into a room where you’ll find Cairn #14.

Go to back into the canal and take the ladder on the other side. You’ll find yourself in another fork. Take the path on the right first and you will see Shell #7 by the door of the fabric shop.

Across the shop are some sparks. Call them and then jump up the wall to reach the stones above. Climb up then lower the bridge and cross it. You’ll find Letter #29 up ahead.

Jump back down to the alley below and go to the very end of it to find Bianca’s Journal #9.

At the end of the alley, take the pink path on the side and follow it to the end where you will find Fresco #7.
Go back to the alley and take the sparks back up again. Go to the other side overlooking the room from the previous fork, and then release the hanging anchor for a shortcut.

Look for the wall with the sparks near the previous path and use the sparks to get up the ledge. In the next room, climb the ladder to the top and you’ll see Letter #30 by the wall ahead.

Go back down and open the door below to get another path that leads back to the previous room. Hang on to the higher anchor, and then swing to the wall with the sparks. Sound off an echo to call them, then hang on to the rocks before jumping up to the next ledge.

Go past the burger shop and into the next large room.

Make your way to the orange lit wall where there are rocks that you can grab, then climb up until you reach the platform. Lower the bridge and then cross to the other side where you will find Bianca’s Journal #10.

You will also find Letter #31 near the door on the side.
Go back to the bridge and climb the rockface on the right. Then latch on to the anchor up ahead and swing towards the opposite wall where the sparks are.

Hang on to the rocks and call the sparks. Then, jump up and sound an echo again to make a vine grow above.

From here, take a detour to the left and cross the wall bulb to get to a small cave where you can find Letter #32.

Go back to the vine and follow it to the right to reach the platforms. Then use the wall bulbs to reach the next opening where another anchor can be released.

Continue moving up the path until you arrive at the tall shaft. Use the rocks on the corners to climb up and you’ll eventually reach a relay where you can rest.
You’ll reach the top section where you will see an orange path on the left and a blue path up top.

Follow the blue path for now and you’ll find Letter #33 just on the wall past the wheel.

Then, open the wheel and you’ll get to the orange path from earlier. Head into the next room and you’ll arrive at the Fresco #8.

From the fresco, go to the open area and follow the platform to reach the zip line. Zip down to the other side, then ride the elevator up top.

Once you reach the next room, turn left to find Cairn #15.

Climb up the ladder and take the path on the right. Then, hop over to the right side to find Letter #34 on the wall.

Approach the boat below where you will find Shell #8.

Go back to the previous ladder and climb up it again. This time, go to the left and follow the path up the stairs until you arrive at the community canteen.

Go to the right side by the counter to find Letter #35.

Make you way up the stairs and go to the lit store to the left to find Letter #36.

Then, climb the ladder up to the platform and climb the wall bulb. Proceed to crawl to the right side until you reach the next platform.

Look high up to see the anchor and then latch on to it. Swing towards the left side and land on the platform where you can find Letter #37 on the table.

Use the anchor again to swing towards the rock wall on the opposite side. Then, grow the plants and follow the vine to the right side up until you are directly above the beam below. Let go and you’ll find the Cairn #16 in the alcove up ahead.

Cross the beam bridge over to the other side, then turn left and climb the ladder. Go around the first house that you pass to find Letter #38.

Go to the end of the path and you’ll find a wall bulb that you can climb. Make your way up the long climb where there will be sparks and critters to help along the way. Once you make it to the top, cross the narrow ledge to get to the other side.

Attach to the nearby anchor and then rappel down the ledge until you reach another ledge with a cave. Go inside and you’ll find Altar #3. Go back out and grow the vine to make your way back up.

Back on the upper ledge, take the next path and then immediately turn left from the corridor to find Cairn #17.

Cross the next bridge to arrive at another tall shaft. Climb the shaft all the way to the top and make sure to use your pitons along the way. Eventually, you’ll reach a small ledge with a small gap to squeeze through.

Once you get past the gap, you’ll arrive at the huge cavern with jellyfishes. Turn right and follow the path to arrive at Fresco #9.

Go back to the main path and take the other way. Climb across the rock face, then rappel and swing towards the next platform with the ladder. Climb up the ladder and then swing towards the other rockface on the far end of the cavern.

Crawl to the next platform and you’ll find Letter #39.

Take the zipline, and then once you land, look to the left to find Letter #40.

Latch on to the anchor, climb up the rope and then swing to the ladder. Continue upwards and ride the critters as they spiral around the rock.

Once you reach the platform, lower the bridge up ahead and cross it. On the next platform, you’ll find Letter #41 on the wall.

Swing on to the next anchor and lower yourself enough so that you can reach the rockface that’s some distance away from where you are. Then, walk across the platform and get to the other platform to find Shell #9.

On the small platform on the edge is where you can find Letter #42.

Go up the ramp and take the zip line down to the next area, then take the elevator up. Follow the path until you reach the next elevator.

Once you reach the top of the elevator, look behind to see a hanging anchor. Swing with this anchor to reach the other ledge and find Cairn #18.

Go back to the main path and climb the bulbs. You’ll need to hang on to the edge of the rockface and swing to reach and wake up the vine on the other side.

Once you reach the top, interact with the receptacle to start another cutscene. The doors inside the chamber will then open up and sparks will fill the air. The sparks will then carry the kid up to the hole on the ceiling and the kid will arrive at the next region of the tower.

Jusant Walkthrough Chapter 3: Solstice

Solstice is the third chapter of Jusant. The kid now sets their eyes on scaling another structure, but as they go higher up, the scorching sun’s heat also becomes part of the challenge. Read ahead as we walk you through the events of Solstice in Jusant and share the locations of all the chapter’s collectibles to assist you in obtaining all the trophies in the game.
See previous: Migration Walkthrough
From the starting point, turn around and look behind the corner to find Bianca’s Journal #3.
You’ll get a prompt about how your stamina gets affected by the heat in this level. Climbing under sunlight will use up your stamina faster.

Continue moving up ahead and turn left into the small path into the rocks. At the very end is where you can find Cairn #7.

Ride the zipline down into the next area, then take the next climbing section until you reach the bulbs.

From this point, you’ll learn about another mechanic about the wall bulbs, wherein the roots that appear under the sun will slowly wilt and disappear. Roots that grow under the shade will remain. It’s best to set a piton once you get to the roots to save you from falling.

Continue climbing upwards until you reach another settlement. In here is where you’ll find Bianca’s Journal #4 by the table.

Turn around from the table and look behind the fence by the lamp to find Letter #15.

Next, go back out and go towards the wall bulbs. Climb to the very top of the second wall bulb and put down a piton. Then, hang down and swing towards the ledge on the right side.

Just on the edge of the ledge is where Cairn #8 is.

Grow the vine on the wall, then scale the roots up to the very top. You’ll then encounter a relay where you can reattach your rope. Once done, your stamina and max stamina will replenish, and your rope length will be reset.

Once you reach the top, hang on to the hanging anchor, then swing a bit and lower yourself on to the next area. You can then grow the vine below to get a shortcut for the upper level.

Continue descending down the lower floor and go to the right where you can find the entrance to a restaurant. On the side of the entrance is Letter #16.

Go back up to the top floor and head into the building. Before climbing the stairs, go to the left side where the windows are and you will see Fresco #4. Light it up and then head back up to climb the stairs and ladders into the next area.

Once you’re outside, go towards the left side and anchor yourself to the wall. Then, rappel down into the alcove below where you will find Shell #4. Grow the vine nearby to get a path back up.

Head back inside the cave and scale the wall on your left until you reach the opening on the other side. Along the way, you’ll encounter crawling critters that you can grab on to. These critters will move along the rock wall, but they will eventually slow down the longer you grab on to them, and you’ll need to transfer over to another critter or let go. Once you get to the opening, you’ll see grow the vine on the opening for a shortcut.

Inside the next area is where Bianca’s Journal #5 can be found, on the table to the left.

Go out into the next area and climb the stairs up. Head towards the pillars of the building up ahead and look towards the right pillar to find Letter #17. In the crate just across is Letter #18.

Head inside the building and go straight into the storage room to find Letter #19. You’ll see through an opening in this building that an Altar is nearby, but you won’t get to it yet until later.

Go back outside and make your way down the terraces, and on the very bottom is where you’ll find Cairn #9.

Head back up and climb the ladder on the side of the broken windmill, then move across the beams and planks to get to the top.

Latch on to the hanging anchor, then swing towards the wall bulb nearby and make it grow.

Next, get on top of the small ledge and ride the critters all the way until you get to the next wall bulb and wall of planks. It’s important that you don’t use any pitons during this point as you’ll need all the rope that you have to be loose in order to get to the end.

Once you get to the relay at the very end, attach to it and rappel down. Aim and swing towards the end of the windmill fin, then make your way over to the opposite fin where you can attach a piton. Hang down and swing over to the wall of planks to get to the next ledge. Alternatively, you can also just swing from the relay directly to the wall of planks.

Latch on to the hanging anchor, then swing downwards. You can also activate another anchor for a shortcut.

Make your way through the path until you see the tree on the right side. Go around it to find Letter #20.

Grow the vine next to the pillar nearby and use it to climb on top. Then, jump across the pillars to the left back to the way you came from to find Cairn #10.

Go back to the area next to the tree and head into the building. At the end of the path is a room with a hole on the floor and an anchor on the ceiling. Lower yourself into the hole to reach Altar #2, the same one seen from the hole from earlier.

Go outside of the altar room and grow the vine to get back up. Climb the same vine near the tree and then take the elevator up.

Go to the side where the critters are coming from and scale the rock wall. Try to climb towards the right side of the wall until you reach a relay. Then, climb up a bit more from the relay until you see the hidden platform leading to a cave. Inside this cave is where you can find Shell #5.

Continue your climb all the way to the very top where you’ll reach another settlement.

To the left side is Bianca’s Journal #6 near the lamp.

Climb up the long staircase and swing over to the other side.

Go to the area where the small pillar is and you’ll find Letter #21 on the floor within the barrels and crates.

Next, head to the house on the far end and look inside the storage area to find Letter #22.

Go to the edge of the cliff and look for the side where you can descend into the lower floors. You’ll find Cairn #11 on the lowest level of the terraces.

Head to the broken bridge and place your anchor. Then, descend down just long enough for you to swing over to the other side of the bridge.

Once you are at the other side, look to the left edge and attach your anchor. Descend to the level below and enter the building where you can find Fresco #5. Go back out and climb back up to the bridge’s level to proceed.

As you climb the first ramp, turn left and go to the table to find Letter #23.

Next, go back to the main path and go past the boat to find Cairn #12 by the edge of the cliff.

Continue on to the next climbing area until you reach a relay. From the relay, swing to the wall bulbs and continue towards the right. It’s best to place a piton on the third bulb as you will have to time your jump to grab on to the critters.
Make your way to the next relay to reset your rope, then continue climbing until you reach the top of the ladder.

Just across of the ladder is Letter #24.
The path to the right is the main path, but we’ll take a detour towards the left path for now. Make your way through the narrow ledge to the left until you reach the next area.

Latch on to the anchor on the side of the doorway and descend to the lower level to find Cairn #13.

Head back up and go through the doorway. Follow the corridor and then turn right to find Fresco #6.

Go back into the corridor, then descend down into the pens. Go down to the lowest level and check the left pen up ahead to find Shell #6.

Find the ladder on the corner next to the big gate to get to the upper level. Then, head towards the mouth of the cave and go to the lamp to find Bianca’s Journal #7.

Take the stairs down and follow the path to the left where you will find Letter #25 by the door near the platforms.

Go back to the stairs and take the longer stairs going up to get back to the narrow ledge from earlier which leads back to the main path.

From here, you can take on the next climbing area and make your way all the way to the next settlement above.

Climb the ramp and head to the house on the cliffside to find Letter #26 beside it.

Next, head to the shadowed area, climb the stairs, and enter the room where there are two ladders going up. Once you reach the top, head outside and go to where the tables and chairs are to find Letter #27.

Take the zipline to go back down, then take the next zipline to get to the next climbing area.

From this point, scale the next climbing area all the way to the top where you will find a giant wheel. Before interacting with the wheel, go to the right side and get Bianca’s Journal #8 on the table.

Finally, interact with the receptacle in the middle of the area to activate the wheel. A cutscene will then play where a giant bug will emerge from one of the doors, then you will be transported into the next area for the next chapter.
See next: Convergence Walkthrough

Guide to the Jusant trophy and how to get platinum

At first glance, Jusant can be presented as a climbing game with quite careful mechanics. But it’s actually closer to Sony’s meditative adventure, Journey. Plus, you have a climbing buddy you can hug at any opportunity. How adorable is that?
In this Jusant trophy guide, I’ll tell you what you need to do to claim the Platinum trophy for this heartfelt climbing adventure. Aside from the eventual climb, there are other mysteries to solve if you decide to venture off the beaten track.

There are 22 trophies that you can collect as you climb higher and higher:

1 platinum trophy
7 gold trophies
8 silver trophies
6 bronze trophies

List of John’s trophies

platinum trophy

Ballast: Get all the trophies in the game.

gold trophies

Avid reader: read all the letters
Final promotion: Read all of Bianca’s diary entries.
Sound archaeologist: Hear all the shells
Celebration of the Cycle: Turn all the altars
Head of the antique gallery: Activate all fresh
Common ground: Complete all the cairns
Water Piper: Complete the game

silver trophies

Angel carabiner: Place a piton on top of a wall.
Acrobat: Complete more than 200 jumps or double jumps in one game
Bogeychoco: Scare more than 10 chocos to return to their burrow
Fresh air: Recover your stamina more than 50 times while climbing
Connection restored: Hug the ballast 20 times
Collective climb: Stop 25 pebbles with a single ballast echo
Memory awake: Use the echo on a frozen ballast in Chapter 6
A faint flash: Warm up the ballast in Chapter 6

bronze trophies

First contact: read a letter
On the move again: convert an altar
An ear to the past: Listen to a shell
First Stone: Complete a cairn
Echo of the past: Activate a fresh
Adventure Friends: Embrace the burden

Getting the Platinum trophy in Jusant is an easy task. There are no difficulty-related trophies or quickrun challenges to speak of. All you have to do is keep your eyes peeled for branching trails and literal holes in the mountainside. If you don’t get everything organically on your first playthrough of the game, you can simply go to Select Chapter and pick up the collectibles you missed. Please note that you will need to finish the game first to unlock Chapter Select.
the game has 105 collectibles in total divided between letters, shells, cairns, diary entries, frescoes and altars. Aside from a few instances requiring time and luck with rope swings, most collectibles can be found by looking around your immediate area. You can also check which collectibles you missed on the chapter selection screen.
It’s also worth noting that the final chapter of the game, Chapter 6, does not contain any collectibles.

There are 20 Cairns to complete in the game across various chapters. Completing one of them will unlock the First stone Bronze Trophy and completing them all will grant you the common ground Gold trophy.

These are how many Cairns there are in the chapters that have them:

2 in Chapter 1
4 in Chapter 2
7 in Chapter 3
5 in Chapter 4
2 in Chapter 5

Most cards are found near and along the critical path, but some are hidden for safekeeping. There are 44 letters to read in the 5 chapters where they are found. You unlock the First contact Bronze trophy for reading your first letter and the avid reader .

7 in Chapter 1
7 in Chapter 2
13 in Chapter 3
15 in Chapter 4
2 in Chapter 5

Bianca’s diary entries are no different from most letters. In fact, if it weren’t for the different format, you can confuse them if you look at who is sending the message. You don’t get any trophy for reading one for the first time. However, you get the Final promotion Gold trophy for reading all 13 diary entries.

1 in Chapter 1
1 in Chapter 2
6 in Chapter 3
2 in Chapter 4
3 in Chapter 5

Shells are not something you see on a mountain but, lo and behold, there are 12 of them distributed by. If you listen to them, you’ll hear some relaxing melodies before they disappear. You unlock the ‘An ear to the past’ Bronze trophy for listening to one and the other sound archaeologist Gold trophy for all shells.

1 in Chapter 1
2 in Chapter 2
3 in Chapter 3
3 in Chapter 4
3 in Chapter 5

Frescoes are more hidden compared to other collectibles. You must activate them for them to count as collectibles. There is 12 fresh to find and activate. Starting at level 2, you will find 3 frescoes in each level that have collectibles. You’ll usually find them at the end of a path that forks into a shadowy crevice. You will win the Echo of the past Bronze trophy for activating one and the Antique gallery manager for activating them all.
And finally, we have the altars as the final collectible. When it comes to altars, there are 4 in totally is found in each chapter starting with Chapter 2. You unlock the On the move again Bronze trophy for converting the first and then the Celebration of the cycle for overturning all the altars.
The last thing I’ll talk about in this trophy guide is some miscellaneous trophies that require specific actions to unlock.
The best way I’ve been told to unlock the angel carabiner The silver trophy involves first placing a piton (mini-checkpoint) on top of a wall. Then you’ll want to start running back and forth until you’re near the top at the other end. (You may want to find a stretch of wall with plenty of room to run.) At the top of your ride, quickly press the button on the piton to insert a new one. This should be enough to satisfy the trophy requirement.
If you are wondering if you can unlock the Acrobat Silver trophy for standing still and jumping 200 times, then no. You won’t unlock it unless you remove the spaces. But similar to bogeychoco Silver trophy, you will get it as you play.
While there are no collectibles to be found in Chapter 6, there are a couple of trophies that you can still earn by performing specific actions, namely the ‘A faint flash’ and ‘awake memory’Silver trophies.
To unblock awake memory, all you have to do is approach one of the frozen creatures and press the d-pad up to use the echo. You will see them before going up the tower. They may look like mounds of snow, but you’ll see the outline of one if you look closely. And to get A Faint Glimmer, simply hold (L2) + (R2) to warm up your little friend.

And that’s all I have for this Jusant trophy guide. If you ask me, the best way to get Platinum for this game is to experience the story the first time and then clear out what’s left through Chapter Selection. But that’s just me. I’ve played enough Journey to know that sometimes it’s not about destiny. And I’ll leave it at that.

Sea of ​​Stars Trophy Guide and How to Get Platinum

In this Sea of ​​Stars Platinum Trophy guide, we’ll go over everything you need to know before delving into the rich world of Sea of ​​Stars. It is worth noting that the game expects a good mix of mastery and finishing from the player. Whether it’s defeating bosses or searching every corner for treasure chests, you’ll see everything the game has to offer near the end.

There is 43 trophies to collect in Sea of ​​Stars:

1 platinum trophy
4 gold trophies
8 silver trophies
30 bronze trophies

Sea of ​​Stars Trophy List
Platinum Trophy

True Solstice Warrior: Successfully accomplish all feats.

gold trophyand

Lieutenant: Defeat Elysan’darelle
Living encyclopedia: Earn professional rank in each quiz question pack
No my God: Defeat the Fleshmancer
What a technique!: Defeat 10 bosses with the Artful Gambit relic activated.

Silver Trophyand

Ay inhabitant: Defeat the denizen of pain
Torment Dweller: Defeat the Dweller of Torment
Contest Dweller: Fight against conflict inhabitant
Horror Dweller: Defeat the Dweller of Terror
Better dead: Defeat the weapon goddess
Glass Diator: Defeat Croustalion
New Garl+: Fulfill the last wish
Measurement Hunter: Find every treasure

Bronze Trophyand

Boss hit: Defeat the boss of the Forbidden Cavern.
No wait!: Being sent to Sleeping Island
Stretch Mission: Defeat cormatic appearance.
Now give me that!: Defeat Romaya
Who would have thought?: Learn the true identity of Captain Klee’shae
Hello!: Defeat Stormcaller
Home: Build your own city
Solstice Power: Find the solstice amulet
Fallen Debris: Defeat the leaf monster
And stay below too!: Defeat the acolytes
Fight fire with Lunar: Defeat the Toadcano
The Warrior Cook: Attend the ceremony
Who would have thought? Part 2: Know the true identity of Seira
Cheer up!: Defeat Medusus
Featherweight: Defeat the Triumvirate of Eminence
Enter the Artificer: Meet Arty
Mechanical Champion: Defeat the Clockmaker in a game of Wheels
Healthy food: Dine at the Golden Pelican
Hey, that’s a Reskin!: Defeat the sea slug
Old man criticized: Defeat Elder Mist for the second time.
Free from Serviduke: Release the soul of Duke Aventry
Tidy home: Build a spa, inn, shop, and fishing cabin in Mirth
Conch Master: Bring all of Mirna’s conch shells to Docarri Village.
Master fisherman: Catch all species of fish at least once.
Asset: Bounce a moonerang 25 times in a row
The Lock Myth: Break a total of 50 locks in battle.
Taste ending: Cook each recipe at least once.
To the teeth: Find all the combined attack scrolls.
Well read: Hear all the campfire stories.
I day: Use the spa in Mirth with the 6 playable characters.

How to get the platinum trophy
The platinum trophy process in Sea of ​​Stars is reminiscent of old school SNES games. That’s not necessarily a bad thing considering the most you can do is hunt for some treasure and kill a couple dozen bosses. (Minus the What a Technique trophy. That’s hell and back incarnate.) You’re probably looking to go to every dungeon and/or notable location and fight every enemy while searching for hidden treasure.
You can expect to spend approximately 25 hours in the game if you’re looking to finish the main story. You can double the hours if you want the Platinum with all the extra things you need to do. (Plus all the level polishing).
He Boss hit, No wait!, Stretch Searchand solstice power They are story trophies that you will inevitably obtain as you progress through the main story.

The rest of the trophies are acquired by completing, exploring and finding bubbles distributed in different areas. If you really like scouring all the edges of the playable area in search of hidden treasure, you’ll enjoy the Measure Hunter Silver trophy. You’ll want to look for the ALL CLEAR silver star on locations to tell you that you have everything that can be collected at that location. This can be seen on the Overworld map. If there are still items to collect, you can always PING the Hawk-Eyed Parrot at the location to get a general idea of ​​the location of the missing items.
We have confirmation from the developers that there are no trophies that can be lost. This means that there will be no trophy-related items in places where an item could be lost and not accessible again for the rest of the game.
The game has these relics that you can activate or deactivate at any time. Think of them as modifiers that you can obtain and that you can implement to change the values ​​that affect your game. He What a technique! gold trophy asks you to defeat 10 bosses with the Artful Gambit relic activated. What does the relic do, you ask? Well, it makes everything in the game instantly kill you in one hit. But You save yourself an instant death if you successfully block the attack, and the damage you take is a bird hit point of 1. There is no room for error if you go after this trophy. Good luck!
You can choose which bosses to face. Also, it’s not like you have to spend the entire game with it on. You only need it to be on during a boss battle for progress to count. You can turn it off after the battle. Small comforts but comforts nonetheless.
Important: The Artful Gambit relic is acquired very late in the game. To start making this trophy, you will most likely have to do a New+ game with the relic equipped. This is also slightly nice since your stats from the previous run carry over to the new run.

To get the Master Angler Bronze Trophy, you will need to catch all fish species at least once. Fishing is one of the most fun side activities the game offers. The act of fishing is a very complicated process that removes much of the RNG associated with the activity. First of all, you can see the silhouette of the aquatic creature species from the view above. You can also change the trajectory of your lure so that it lands exactly where you want it to be. Preferably right next to the fish you are targeting. And that’s where the fun part begins.
Reeling the fish is a battle in itself as you will close the distance and ensure the line doesn’t break. There is an ever-changing “safe zone” that you will need to keep the fish in and that will prevent the line from breaking. Spooling the fish outside of this area will cause the line to tighten and eventually break. If the fish leaves the safe zone, you can use the left stick to direct it where you want it to go without the threat of breaking the line.
It will take some practice to catch some of the more difficult species, but their playful nature may be enough to get you there.

To get the Jumping Bronze Trophy, you will need to bounce the moonerang attack 25 times in a row. This will take some time to understand the right time. After each return, the Moonerang accelerates before reaching a fixed speed. To put it in context, getting a dozen rebounds with the attack requires the player to have quick reflexes. Maintaining that effort might even require some luck. But of course, the skill of the player is an important factor to consider. You can get it as soon as you fight the first boss or after 100 hours of gameplay. It is best to choose a target that will not fall after 3 or 4 bounces.
Similarly, the Lock Myth Bronze Trophy asks you to break 50 locks in multiple battles. Locks are comparable to poise in the Souls games. If you hit an enemy with the correct attack types, you will break their stance, forcing them to skip their next turn. Team composition is crucial for this one if you want to do it as quickly as possible.

Recipes in Sea of ​​Stars range from simple to complex and will require players to gather the necessary ingredients to create them. You can create dishes while you are at the campfire. Please note that its maximum loading capacity is 10 plates. You will not be able to create any dishes if you reach the capacity. He Gustatory Completion Bronze Trophy asks you to cook each recipe at least once. Considering this is a Bronze trophy, you may find it more difficult to collect the ingredients and not the recipes themselves.
While we’re on the topic of the campfire, the Well read The trophy asks you to listen to all the stories told by Teaks, whom you meet during campfire breaks while contemplating what dishes to cook.
And that’s all we have for this Sea of ​​Stars trophy guide. In total, you’re looking at between 60 and 70 hours on the safe side if you’re looking to get all the trophies, and that’s not including the time you’ll spend in New Game+ searching for 10 bosses to defeat. Old school fans will love this objective-focused Platinum trophy challenge.
Sea of ​​Stars is now available for PS4, PS5, Nintendo Switch, Xbox One, Xbox Series X|S and PC.

Alan Wake 2: All Weapon Locations

In Alan Wake 2, weapons are your main way to defend yourself against the Taken. These enemies may become vulnerable to light, but are still weak against old firearms.
There are 2 playable protagonists in Alan Wake 2 and each of them has their own unique arsenal of weapons. Many weapons are completely optional and can be overlooked, especially in Saga. Collecting all 8 weapons in Alan Wake 2 grants you the All Accounted for trophy.
In this guide, I’ll show you where to find every weapon for both Alan and Saga.
Alan Wake Weapon Locations

Stir

Get it from the chapter. Initiation 2: Casey

Automatically collects Stir in a scene of Alan in The Dark Place alley.

He Stir It’s slightly more powerful than the average semi-automatic pistol, can kill the Taken with just a few hits to the head, and despite having less ammo in its cylinder compared to modern weapons, it makes up for it with a significantly stronger hit. .

Flare gun

Get it from the chapter. Initiation 4: We sing
Pick up the flare gun from the table with the typewriter during the chapter, it is impossible to miss.

The flare gun, the worst nightmare of Taken everywhere with the ability to directly incinerate them, is probably the most powerful weapon in the game, albeit with the drawback of having extremely rare ammunition.

double barrel shotgun

Get it from the chapter. Initiation 5: Room 665

Open the display case behind the bar on the rooftop of the Oceanview Hotel using the Angel Lamp to obtain the double barrel shotgun.

A great double barrel shotgun For Alan, that takes up almost an entire inventory row, perfect for taking down a Taken that gets too close. Alan will pick it up momentarily during the Saga Chapter: Return 4 where he makes an appearance. But this weapon will not be a permanent addition to your weapons unless you pick it up on the rooftop of the Oceanview Hotel in Initiation 5.

The weapons of the Anderson saga

Gun

Get it from the chapter. Return 1: Invitation
Automatically unlocked by default.

The Pistol, a standard semi-automatic pistol for FBI agents like Saga, is equipped by default. Despite its decent control and fire rate, it doesn’t have enough power to defeat the Taken with just a few shots. Updating it is necessary for greater effectiveness.

sawed-off shotgun

Get it from the chapter. Return 2: The Heart

He sawed-off shotgun It is a powerful weapon with a fierce kick. It is one of the most powerful in your arsenal, but requires a reload every two shots. Please note that this weapon cannot be lost; To get it, unlock the display case in the same room that a Taken crashes into in the General Store.

Crossbow

Get it from the chapter. Return 3: Local Girl

To get the Crossbowopen the cult stash near Watery’s break room hut, the cult stash code is 527.

He Crossbow stands out as the second most powerful weapon in Saga Anderson. It offers a single shot that deals a lot of damage, but requires reloading after each use, leaving Saga momentarily vulnerable as she must stand still, exposing her to the Taken’s attacks. To get the crossbow, solve the puzzle that involves counting the bolts on the numbered target posters to determine the sequence; the code you need is 527.

hunting rifle

Get it from the chapter. Return 5: Old Gods

At Valhalla Wellness Center, solve the date puzzle in the Security Room with 08-17-23then take a doorknob from the receptionist’s desk, use it to open the door and get the hunting rifle from the blue box.

He hunting rifle is a high-precision bolt-action rifle that can take out the Taken in just a few hits. Reloading is slow, so you’d better get a little further away first.

pump action shotgun

Get it from the chapter. Return 6: Scratch

Unlock the shotgun display case using 7-2-3 in Sheriff Tim Breaker’s room, which is located on the top floor of the Sheriff’s Station Map to obtain the pump action shotgun.

He pump action shotgun It is the best weapon in Saga, excelling in close combat and benefiting from a larger magazine. To obtain it, get the morgue key to enter Sheriff Breaker’s office. He then unlocks the shotgun screen by decoding the puzzle using the first letters of the authors of the UFO book on his desk. Increase the alphabetical value of each letter up to 9, then circle back to 0, the code being 723read from top to bottom.

Nunu’s Song: A League of Legends Story

Song of Nunu: A League of Legends Story is the latest game from Riot Games. This time they focus on the legend Nunu and his best friend in the whole world Willump, the last yeti.
The story focuses on Nunu as he searches everywhere in the Freljord for his missing mother. Since Nunu doesn’t really go anywhere without Willump, he is there to help Nunu with any of the obstacles and combat.
The game doesn’t really have a difficulty level. It just allows you to jump into the game head-on without knowing what’s to come. However, as I played more and more, I could say that the difficulty is somewhere between easy and normal. It’s not too easy for you to lose all interest in the game, but it’s also not too difficult for you to end up throwing your controller at the TV.

The game is a combination of platforming, puzzle solving and combat. Most of the platforming parts of the game focus on scaling and reaching different platforms. Sometimes it gets mixed in with the puzzles the game asks you to solve. Most of the puzzles are related to how Nunu can use her flute to create music. He made the game unique and interesting as I have never come across a game that used music so much to solve puzzles.
While Nunu’s strength is solving the puzzles you encounter, Willump is there to shine in combat. Willump is your powerful fighter who hits your enemies. He uses normal and strong attacks against enemies, as well as a finisher that heals him. Willump also helps Nunu with puzzles and platforming, as well as segments where you slide down a slope. I feel like the controls during the sliding portions of the game could use a little more tweaking as the controls seem unresponsive during these segments. It is very difficult to drive and I feel like it would need a lot of polishing to be able to have that precise steering control.

Willump, as a character, is very adorable. Even though he doesn’t speak, he grunts and laughs in such an adorable way that you can’t help but give him a hug every time he asks for one. Nunu, on the other hand, I feel like he’s an annoying little character. Mind you, he’s just a kid, so I understand that he’s very curious and always asking all these questions and always talking and being excited about everything. But sometimes I feel like he is too much and I can get annoying very quickly. What’s more, when you really need him to talk or give you clues during puzzles that may stump you, he suddenly goes quiet.
The world of Song of Nunu is filled with many easter eggs and references to the world of League of Legends. You will also be able to meet some other Legends along the way that belong to the Freljord region. A LoL or League of Legends fan would really enjoy every detail you can discover in this game. Because this only helps expand the tradition we already know and love. You can even fight and/or interact with mobs that you would normally find in League of Legends jungles, such as direwolves and many others. You’ll even get to fight some Legends along the way.
The game itself has a linear approach, but there are parts of the game where you can choose a path and choose between two missions. But basically you have to keep moving forward to beat the game.

The graphics and design of the game are really good. Especially since I’m playing this on Nintendo Switch, the game still looks really beautiful. However, you don’t get a 60k frame rate like you would on PC, so that’s probably why the controls sometimes seem unresponsive. But overall, this doesn’t take away much in terms of playability and enjoyment of the game.
The music in the game is really good. However, it doesn’t borrow any of the music from League of Legends. It’s pretty catchy in its own right. It’s a pleasure to hear the melodies that come from Nunu’s flute and the tones you use to solve some of the puzzles.
Song of Nunu offers an entertaining mix of puzzles and combat. A world full of easter eggs for people who love and play League of Legends and a good entry point for people who want to immerse themselves in the world of League of Legends. If you’re ready for an adventure with the world’s cutest yeti, hop on and join the fun.
Nunu’s Song: A League of Legends StoryDefinition of punctuationWhen a game’s problems are undermined by its greatness, then it’s something to invest in if you have some to spare.AdvantagesFull of League of Legends historyBeautiful settings and atmosphere.WillumpConsSlide SegmentsNunu

How to make alcohol in front

Alcohol It is one of the key ingredients mainly used to make beverages and explosives in The front. While the recipe itself is easy to identify, players will have to gather all the ingredients and materials needed to make one.
Read on and this guide will detail all the steps required to prepare alcohol in The Front, including how to get the recipe and locations to find each ingredient.
How to make alcohol

In The Front, players must build a machine called Fermenter in order to produce alcohol. In turn, this machine will provide the recipe to make alcohol. But there are certain conditions that you must take into account.

The ingredient needed to produce alcohol is wheat. AND 50 pieces of wheat are needed to make 1 bottle of alcohol.. Additionally, you will need to add and activate an element called Hop in it Consumable bar to increase the total time of the fermentation process. 1 jump is equivalent to 1 minute of brewing process. Once everything is set up, you can start making alcohol for explosives and drinks.
Recipe How to get wheat for alcohol

Wheat in The Front is usually found around rivers and lakes. Make sure to use a sickle to harvest wheat instead of pressing E to pick it up from the ground. By using this method, you will get seeds that can be planted and grown in planters.
How to obtain hops for alcoholic fermentation

Players can obtain hops by harvesting a ripe poppy. They are small red flowers that grow in the ground and can usually be found in the K12 area of ​​the map. Like wheat, be sure to harvest them with a sickle to increase your chances of producing hops, fiber, or even poppy seeds when the plant is still in the reproductive stage.
After collecting all the necessary resources, place and activate the hops on the fermenter’s consumables bar. It takes 5 seconds to craft 1 bottle of alcohol, so placing enough wheat in the inventory bar can net you a good amount of XP to produce alcohol.
This covers everything you need to know about How to make alcohol in front.

Healing the World Walkthrough – Marvel’s Spider-Man 2

Healing the world in Marvel’s Spider-Man 2 is the main story mission that follows Amends. Peter receives a call from Harry asking if he is ready to come and explore the foundations. During the visit, Peter will actively participate in various research activities and make an important decision about his professional career.
Read on for a complete walkthrough of the Healing the World events in Marvel’s Spider-Man 2, including tips on how to complete each objective.
Healing the World Objectives:
Meet Harry in his new laboratory.

Follow the quest marker that leads to the Emily-May Foundation Building. Upon reaching the location, a cutscene will begin where you will automatically enter the building as Peter. Once you gain control, walk with Harry as he takes you to the elevator and go down to the lower floors, to the laboratory where you will meet the entomologist who works with bees. young doctor.
Meet the entomologist

Dr. Young proposes an experimental approach to protect pollinating bees by eliminating their natural predator, the Wolves. To assist the machine learning algorithm, she will allow you to pilot one of the Beedrone. From here, your goal is destroy twenty Beewolves patrolling the atrium of the building.
Destroy the wolves

Wolf bees can be seen in the atrium as red wasps swarming around the yellow hives. Press (R1/Square) to shoot, (R2/X) to go upand (L2/O) to descend to move the camera. Repeatedly loop the hives while shooting to your heart’s content until you complete the objective.
Once this is done, Dr. Young will praise Peter for a very productive session. He then follows Harry once again to meet a very familiar medical specialist.
Meet the specialist doctor

Next, you will find yourself in the laboratory of a prominent antagonist of the game, Dr. Curt Connorsalso know as The alligator. After a discussion about Doc Ock, he will perform a brief health assessment on Harry. She will also learn the reason they hired Dr. Curt Connors as Harry’s doctor.
Explore the Emily-May Foundation

In this section, Peter explores different areas of the Emily-May Foundation before continuing the tour with Harry. He explores the ground floor facilities and Interact with objects with green markers to progress. After the various interactions, Harry will call you and invite you to accompany him upstairs.
continue the tour
Follow the objective marker to the atrium and go up the red stairs. You can find Harry upstairs, right next to the particle accelerator. Accompany Harry up two more flights of stairs leading upwards and you will find yourself in the Agricultural area where you will find yourself Doctor Foster.

He will engage you in a conversation about how to contribute to the progress of food growth and eradicate world hunger. After the discussion, a mini game will start.
Hybrid Calibration Minigame
The Hybrid Calibration minigame will have three phases. Simply follow the instructions and image references given below to easily solve each puzzle:

Hybrid Calibration Phase 1 Solution

Place the bottom-top node (the one with full connectors) in the top left slot. Then place the other two nodes in the corresponding slots above in any order.

Hybrid Calibration Phase 2 Solution

Place one leaf node in the top left slot and another leaf node in the middle slot. Then, insert the orange sun node into the right slot and the water drop node into the bottom left slot. Please see the image above for reference.
Hybrid Calibration Phase 3 Solution

In the third phase, you must insert a specific number of plant attributes into the slots to complete the minigame. In this case, you will need a leaf symbol, a sun symbol, and a water symbol. Feel free to check out the image above for the Phase 3 solution.
Go to the office
After the minigame, follow Harry once again as he leads you to the office entrance. Interact with the door and swipe your card to enter.

As soon as you enter the office, a cutscene begins. Peter, after some thought, agrees to join in with a joke about having to relocate his desk. After that, Harry shows a huge “Welcome Peter” visual surprise.
Peter then makes it clear to Harry that he needs some time before leaving his tutoring job, to which Harry gives his enthusiastic approval. Just before Peter leaves, they agree to meet again that night at Coney Island.
After the scene ends, you will automatically complete the quest “Heal the World” and receive 2000 XP along with access to EMF experiment activity.

How to change armor and gun in RoboCop Rogue City

If you pre-ordered RoboCop Rogue City and purchased the Alex Murphy Edition, you’ll be interested to know that the 48 hours unlock period has come into action and you should have access to the game early. And with that, you should have access to a couple of cosmetic alternatives to your armor and gun.
In this guide, I will tell you how to change your armor and gun in RoboCop Rogue City. Get ready to protect and serve the public in style! You are about to show armor that is No shiny silver. But first, let’s talk about the reserve versions. It’s the only way to unlock the alternate costumes.

If you have the Alex Murphy edition in any digital store, you are owed the following contents.

RoboCop Rogue City – Base Game
Damaged Armor – RoboCop Movie
Auto-9 Pistol – Prototype
OCP Shotgun – secondary weapon
Digital art book

Note: At the time of writing, the digital art book has not yet been published. I will update the article when that changes.

If you just pre-ordered the game, you will receive the Vanguard Pack.

Auto-9 Pistol – Deep Black
Blue Armor – RoboCop 2 Movie

It should be noted that if you have purchased the Alex Murphy Edition, you will instantly have the content of the Vanguard Pack. Now, let’s get back to how to change armor.
How to change armor in RoboCop Rogue City
To change RoboCop and his Auto-9 gun skins, you will need to go to the main menu and click on the Options menu.

From there, head to HOW TO PLAY tab and look for the Robocop Skin and gun skin options. If you have the Alex Murphy edition, you will have access to:

RoboCop skins:

classic version
Robocop version
Damaged version

Gun Skins:

classic version
Black version
Prototype version

It should be noted that the skins can can only be changed on the main menu screen. Once you start playing, the option to change skin will not appear in the pause menu. If you want to change skins, you will need to return to the main menu and load the game again to continue.

Why is it important to change skin in RoboCop Rogue City?
Other than a refreshing change, there aren’t many reasons to change your skin. They offer no tactical advantages or additional abilities. However, it does matter in cutscenes. The new skins will be shown in all their glory in every scene of the game. And there are many scenes in the game.
And that’s all I have for this skin change guide for RoboCop Rogue City. Stay tuned, I have many more guides in mind for the game in the coming days. In the meantime, you can read my review of the game, if you’re interested.

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