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SEKIRO | SPEND SKILL POINTS TO INCREASE ATTACK POWER - DANCING DRAGON MASK GUIDE
updated
SECRET EXIT LOCATIONS:
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CHAPTER 5 - GASPING GLADE - (00:05)
CHAPTER 7 - PRODUCTION PATH - PANIC - (2:27)
CHAPTER 14 - HAZARD HANGER - (3:46)
CHAPTER 16 - QUEASY QUAY - CLIMB - (5:33)
HIDDEN OVERWORLD BEE LOCATIONS:
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BLOWING FANS AREA - (6:53)
PAST THE DESERT CHIMNEY - (7:28)
CHAPTER 14 AREA - (8:30)
BEACH AREA - (9:27)
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ALT CHAPTER 11: CONVEYOR CHAOS - CROSSWIRE - (00:07)
ALT CHAPTER 12: BUZZSAW FALLS - FROZEN - (2:27)
ALT CHAPTER 13: CLIFFSIDE QUEST - COLD - (4:14)
ALT CHAPTER 14: HAZARD HANGER - HUNG - (8:04)
ALT CHAPTER 15: TURBINE TROUBLE - TIDAL - (9:54)
ALT CHAPTER 16: QUEASY QUAY - CLIMB - (13:10)
ALT CHAPTER 17: BOOM-BLOOM BLAST - BREAKTHROUGH - (15:03)
ALT CHAPTER 18: PUMPING PLANT - POWERED - (17:24)
ALT CHAPTER 19: SCARESHIP SHOOTOUT - SMOGGY - (19:59)
ALT CHAPTER 20: SCARESHIP SCROLL - DOCKED - (22:20)
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CHAPTER 11: CONVEYOR CHAOS - (00:05)
CHAPTER 12: BUZZSAW FALLS - (3:27)
CHAPTER 13: CLIFFSIDE QUEST - (6:24)
CHAPTER 14: HAZARD HANGER - (9:34)
CHAPTER 15: TURBINE TROUBLE - (12:43)
CHAPTER 16: QUEASY QUAY - (15:46)
CHAPTER 17: BOOM-BLOOM BLAST - (18:21)
CHAPTER 18: PUMPING PLANT - (20:33)
CHAPTER 19: SCARESHIP SHOOTOUT - (22:18)
CHAPTER 20: SCARESHIP SCROLL - (25:47)
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ALT CHAPTER 1: CAPITAL CAUSEWAY - CHAOS - (00:05)
ALT CHAPTER 2: FACTORY FRIGHT - FLOODED - (2:09)
ALT CHAPTER 3: WILD WEB WOODS - WILDER - (5:11)
ALT CHAPTER 4: FRANTIC FOUNTAINS - FROZEN - (7:21)
ALT CHAPTER 5: GASPING GLADE - GROWN - (9:18)
ALT CHAPTER 6: SAWBLADE EVADE - STUCK - (11:31)
ALT CHAPTER 7: PRODUCTION PATH - PANIC - (14:04)
ALT CHAPTER 8: WINDMILL WAY - WINDY - (15:30)
ALT CHAPTER 9: URBAN UPRISE - UPDRAFT (17:10)
ALT CHAPTER 10: ROPEBURN RIDGE - REROUTED - (19:54)
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CHAPTER 1: CAPITAL CAUSEWAY - (00:06)
CHAPTER 2: FACTORY FRIGHT - (2:17)
CHAPTER 3: WILD WEB WOODS - (6:21)
CHAPTER 4: FRANTIC FOUNTAINS - (8:45)
CHAPTER 5: GASPING GLADE - (11:03)
CHAPTER 6: SAWBLADE EVADE - (13:40)
CHAPTER 7: PRODUCTION PATH - (17:43)
CHAPTER 8: WINDMILL WAY - (20:43)
CHAPTER 9: URBAN UPRISE - (23:00)
CHAPTER 10: ROPEBURN RIDGE - (26:27)
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I'm Back (Close) Back, Forward, Back, Square [1]
Target Terminated (Mid) Down, Forward, Down, Circle [4]
..stay cool.
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One of the most powerful weapons you can get in CODE VEIN is the ZWEIHANDER FORTIFICATION; it hits like a truck and can completely absorb damage. With this weapon, you can easily beat some of the toughest bosses without much effort. How do you get it? Just follow the instructions below:
1. GET A ZWEIHANDER; you can get one of these pretty early in the game, I got one in the RUINED CITY CENTER, it's in a chest near the long bridge that takes you to the park area.
2. TRANSFORM that ZWEIHANDER into a ZWEIHANDER FORTIFICATION; to do this, you'll need a few resources:
- ATLAS CHROME: you get this from YAKUMO, it'll cost 10 trading points, so try giving him stuff he'll like; He's pretty easy to give gifts to, he mostly likes Japanese stuff.
- 10,000 HAZE, which isn't prohibitively expensive, you should start getting haze in the thousands fairly early on.
3. Now talk to MURASAME and select "TRANSFORM EQUIPMENT", then "TRANSFORM WEAPON", then select your ZWEIHANDER and change it into a ZWEIHANDER FORTIFICATION.
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-WOLF HEAD MAN = SKULL KING
-Boss-before-the-last-energy
-Mostly physical with some blood-based attacks, so having BLOOD GUARD is helpful, but having FOULBLOOD BARRIER is insanely useful for this fight. Use and abuse that barrier, it'll greatly increase you and your companion's survival.
-Like most bosses in this game, he's extremely easy at first before becoming insanely aggressive a little after the halfway mark.
-BLOOD EXPLOSION: He'll charge up and create a wave of blood around him. Just back up when he's charging.
-BLOOD SONIC BOOM: It's exactly like Mido's, except both sonic booms come out at the same time instead of being on a slight delay.
-As usual, at the half-way point he'll charge up his weapon with blood-based damage. This is a good time to use your BLOOD GUARD ABILITY to protect yourself from blood-based damage.
-His attacks are easiest to avoid when you're right beside him; use the Bloodborne strategy of always dodging FORWARD and mainly try to attack his back and sides. In his second form his swords leave a blood after-image that'll hit you even if you dodge through the sword slash, but if you dodge forward you won't end up anywhere near the after-image and you'll be safe. So best bet: STAY CLOSE
THE VIRGIN BORN BOSS GUIDE
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-Surprise! Another boss. Thankfully, if you die, you don't have to re-fight the skull king...(NIGHTMARE OF SISTER FRIEDE) ..so that's nice. This boss isn't nearly as hard as the skull king, so that's nice too.
-Main strat: Try to get it it's back legs and stay there. Use and abuse the FOULBLOOD BARRIER ability to protect you from attacks you cannot see.
-Most of it's attacks have long wind-ups that are easy to see coming, and just as easy to dodge through
-When the ground around it glows purple? Surprise, ANOTHER BOSS with an area of effect! Just back off when you see the purple sparkles.
-HEY GUESS WHAT? It charges up at half-health. SHOCKING
-It now will do an attack where it flies up in the air and there's unreal glowies around and... it does something. Just have your FOULBLOOD BARRIER ready, it'll absorb the attack if you get hit by it.
-It'll shoot a beam forward then sweep the beams to the sides, but if you just try and stay at it's butt, the attack won't get anywhere near you.
-It'll create little black holes that'll try and suck you up; these can be bad, but if you stick around it's butt you should be able to just keep dodging and you won't get sucked too far from where you where.
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-The mumble mumble of CODE VEIN
-VERY TOUGH and DIRECTLY AFTER CANNONEER AND BLADE BEARER COOL
-MAIN STRATEGY: HAVE THE BLOOD GUARD ABILITY and any other useful defensive skills, like the FOULBLOOD BARRIER (which is incredibly useful pretty much all the time), but the blood guard ability is extremely useful for this fight in particular, as Mido pretty much exclusively does BLOOD based damage in the second half of the fight. The first half is fairly easy, so wait until the second half (where he charges up his sword) before activating most of your protection abilities like BLOOD GUARD. FOULBLOOD BARRIER you can use as much as you like, it recharges quickly, but the others? save them for when the fight picks up.
-Otherwise, his attacks are pretty standard for a boss in CODE VEIN. He has a lot of magic abilities:
-He'll summon a big red ball that slowly tracks you for awhile. This makes it pretty hard to get in an attack Mido, because it tends to just get in your way. You'll have to wait it out.
-THE WORST: He'll summon 4 spinning balls around you. After a little while, 2 will shoot at you and explode. This attack cannot be blocked, you have to dodge it to avoid damage. Then the other 2 balls will shoot at you and explode. This is probably the most annoying attack he has, so try and stay close and attack him when it looks like he's charging a magic attack. If you've got a FOULBLOOD BARRIER up it'll mostly absorb the damage of the first explosion, but that'll destroy it.
-In his second half he'll do a forward wide slash that creates an explosive after-image. Don't dodge to the side, dodge forward to avoid this one.
-BLOOD SLASHES: If you're far away from him, he loves just slashes blood sonic booms at you. Want to heal? Don't just dodge away and hope for the best, wait for him to attack, THEN HEAL
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-ORNSTEIN AND SMOUGH of CODE VEIN
-HUGELY POWERFUL, lots of screen-filling attacks that'll knock of 2/3rds or more of your HP
-BEST STRATEGY: Get YAKUMO, he's a tank and does plenty of damage, he's good at distracting one of them (usually the CANNONEER)
-Absolutely vital you equip 2 powers: ICE ARMOR from the ARTEMIS CLASS and FIRE PROTECTION from the DARK KNIGHT CLASS. The fight is doable without these skills, but they make it much, much easier. Use both ICE ARMOR and FIRE ARMOR before the fight starts and keep them for the entirety of the battle. Both you and Yakumo's survivability will skyrocket with these protections on.
-Otherwise, do whatever you want: 2-handers are just very, very good in this game, and even a slow roll has a lot of invincibility frames, so at this point use what you want, just be sure to save some ICHOR for restoring your ICE and FIRE SHIELD
-MAIN ATTACKS to watch out for: The Cannoneer has an incredibly annoying attack where he summons an explosion at your feet. It doesn't matter where you are, this can come out of nowhere; when you see the ground turn all volcanic underneath you, immediately start rolling. Probably the most annoying time this attack will come out is when you're healing, so try and time your healing immediately after this attack comes out.
-The BLADE BEARER is pretty standard as far as nimble enemies go in these games: A powerful charge attack, a 3-hit combo that's fairly easy to roll through and a magic attack that leaves explosive ice pillars on the ground. She'll also generate a shield that you'll probably be able to destroy in a hit or 2, but it's still annoying.
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-Starting in the CATHEDRAL OF THE SACRED BLOOD, you'll find IO before the boss fight. She can RESTORE VESTIGES, and you'll want to do that; collect EVERY BLOOD VESTIGE in the CATHEDRAL AREA and restore them before fighting the boss.
-Every time you see IO outside a boss room, be sure to collect every VESTIGE in that area and completely RESTORE VESTIGE the ones that appear when you select that option from her. She doesn't appear before every boss, so you don't need to do this in every area, just the area's where she appears before the boss.
-So if you see IO in the game world, not the base, be sure to finishing restoring every VESTIGE she has in her menu.
-If you beat a boss without doing this, then IO leaves the area and you won't be able to do it. You HAVE TO get all the blood vestiges in that area, then give them to IO BEFORE FIGHTING THE BOSS for this to work. If you don't, then the TRUE ENDING is locked out, and you'll only be able to get it in NEW GAME PLUS.
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How To Get The Item On The Top-Right Conveyor:
Hold [X] to move the crane up as far as it will go.
Hold [A] to move the crane as far right as it will go. Continue to hold [A]! Don't let go, and the crane won't go down.
Release [A] before the top-right conveyor goes as far left as it can go and begins moving back toward the top-right corner.
How To Get The Item On The Top-Left Conveyor:
Hold [X] to move the crane up as far as it will go.
Tap [A] just as the top-left conveyor stops and begins moving left after reaching it's right-most point. As it begins moving back toward the
top-left corner, that's when you want to tap [A] briefly.
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-The final fight happens at the top of THE GREAT WALL; it's tough, so go in prepared.
-There's really no getting around it, this is just a tough fight; Some of his long range attacks (the nano spikes and ground pound) can be countered pretty well as he's fairly slow to recover after performing them.
-Outside of that, you're gonna have to learn to parry at least SOME of his many, many attacks. The best attacks to PARRY are the SWOOPING STAB, the BIG SWEEP COMBO, the RIGHT LEFT combo and the FLYING COMBO.
ATTACKS:
-SWOOPING STAB: UP - Eli Flies up in the air then bolts forward; this is one of his easier attacks to parry.
-NANO CAGE: LEFT - Eli first summons a little cage under you, then follows up with a single LEFT attack. You can still parry the attack even if you get caught in the cage. If you see his orb.. thing start to glow, that probably means he's going to use this attack, so start dodging.
-SWOOPING SPIN: RIGHT LEFT -Eli attacks with a short RIGHT followed by a big sweeping attack where he flies at you with a LEFT. The second part of the attack, the LEFT, is possible to PARRY, but the timing can be awkward, so it's probably best to avoid.
-NANO SPIKES: He'll jump in the air and slam his orb.. thing into the ground, causing nano rock things to fall on you from above. Just keep moving, you'll avoid the attack.
-BIG SWEEP COMBO: RIGHT LEFT DOWN - A fairly standard combo attack, but ends with a DOWN sweep that causes a nano wall to shoot out from the boss, which can hit you unless you're moving far before ELI attacks. It's probably safest to attempt to parry the first 2 parts of the attack, then start running when the BIG SWEEP begins to come out. The sweep can be awkward and difficult to PARRY.
-RIGHT LEFT COMBO: It's what it sounds like, a combo that starts with a RIGHT then follows with a LEFT; it's very fast, so if you want to parry it, you'll need to be ready.
-DOWN RIGHT UP UP COMBO: Another series of attacks that end with ELI shooting a wall of nano death at you. The first 3 attacks are VERY FAST, while the last UP comes out particularly slow, shooting out said nano death wall. Like the other combo that ends the same way, it's probably best to parry the first 3 attacks then get out of the way for the last.
-Flying combo: UP UP UP UP UP - Eli flies up and starts whacking you with a combo; the first hit is a KICK. It's all UP, so it's a good opportunity to PARRY, once you've gotten used to the rhythm of it.
-SPINNING SWORD PROJECTILE: UP - Eli begins to fly, then starts spinning his sword. He then shoots that spinning sword forward and summons it back, finally following up with a UP attack that if you're unable to parry, you'll get hit with A TON of unblockable damage. This is probably his most dangerous attack; the spinning sword on it's own isn't hard to avoid, but it's incredibly damaging. The worst part is the follow-up, the STAB attack that's basically an unblockable grab; If you can't PARRY it or dodge it, you're gonna take A LOT of damage.
-GROUND SLAM: He'll fly up then slam down, creating a wave of nano death. Just back up, it's unblockable.
-BIG LEFT: LEFT - He charges up his sword then slashes with a LEFT; it's slow and powerful.
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-BOSS OF THE CREO TECHNICAL INSTITUTE in the main hall
-To beat them, you're just gonna have to parry. They only have 2 parry-able attacks, but both aren't too hard to exploit once you get used to the timing. There's a forward stab (UP) that it'll often perform a few times in a row, and a spinning attack (LEFT LEFT) that has a fairly slow wind-up.
-You'll need to be careful about status effect build-up: at the halfway point this boss's attacks cause nano build-up, and it's summon robot dogs attack causes electric build-up. Both of these can be killer. Just play defensively and respond to the boss's attacks, that's the safest way to win.
ATTACKS:
-Robot dog ghosts: The boss summons 2 (or 4 at the half-way point of the fight) Each one will charge at you like a projectile in turn, just watch for when they start to rear up. Your best bet is to dodge when the charge forward, blocking might leave you stun-locked.
-Forward Stab: UP - A fast attack that the boss might pull out multiple times in a row.
-Spin attack: LEFT LEFT - the boss extents it's uh. "arm" and sweeps it around, hitting you twice.
-Ground slam: Rears up and slams the ground, leaving a small nano field on the ground.
-LEAP ATTACK: The boss jumps forward at you; can't be blocked or parried, best avoided.
-CHARGE UP: Once the boss is down to half-health, it'll charge up it's body, making it so that it's attacks do NANO damage. Most of it's attacks are more powerful now (like the ghosts summoning in groups of 4 instead of 2) and it generally becomes more aggressive.
REWARDS:
-TACTILE AMPLIFIER IMPLANT
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-Boss of the POWER PLANT / CHILDREN OF THE SPARK COMPOUND
-Boss, again, has 2 forms; hover Celeste and crazy monster Celeste
-FIRST FORM STRATEGY: She really like to perform a charging attack that you can parry, take advantage of that. There's actually 2 attacks that look like a long range forward stab, and it's pretty hard to tell the difference. If you see an "UP PARRY" warning, just attempt to time a block, sometimes the attack is a full charge that you'll deflect, other times the attack is shorter and she'll follow up with another UP attack that you can parry. Just keep baiting her into doing these attacks by standing far back.
-SECOND FORM STRATEGY: There aren't really any tricks here, she's got a lot of attacks and you're gonna have to learn to parry them. She's got a new long range that's comes out from the RIGHT that you can parry. Another fairly easy attack to deflect is when she turns around and starts jabbing at you with her long robot arms with UP UP UP.
FIRST FORM ATTACKS:
- CHARGE: UP - Forward charge that has a very long range.
- UPSWING DOWNSWING: UP UP - Looks very similar to the previous CHARGE attack, but instead of having the range of that attack, it only moves forward a little bit before following up with a ground slam that creates a small electricity field.
-BOOMERANG: cannot be parried - she throws her weapon at you, then pulls it back. This can be blocked, but that's it. Better to just dodge.
-Normal ole' swing: RIGHT - She just attacks from the RIGHT and that's it.
-Under swing: DOWN UP - attacks with a fast DOWN attack followed by a fairly slow UP attack
SECOND FORM ATTACKS:
-Up attack: UP - she just attack with a slow UP swing
-Combo: LEFT LEFT UP LEFT UP - A fast combo that's pretty hard to parry and if you get hit you'll probably end up taking the whole combo, so unless you're confident you can parry these attacks, it's better to just dodge.
-Spider attack: UP UP UP - she twists backward and attacks you with three stabbing attacks with her robot arms. These come out pretty fast but once you get the hang of the rhythm of this attack you can pretty easily parry it.
-GRAB: cannot be blocked - She spreads her robot arms out then reaches in to grab you and pull you forward. To avoid, dodge backward.
-RIGHT attack: RIGHT - she just swings at you with a RIGHT attack
-Uppercut combo: DOWN UP - She swings up then follows with a overhead slam. Fairly slow.
-ROBOT ARM STAB: UP - She stabs forward with.. surprise, her robot arm. This is fairly slow and singular attack, so it's not too hard to parry.
REWARDS:
-ICON OF THE SPARK
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-A.I.D Command boss; killing him triggers a major event in the game. This creates a MAJOR CHANGE to the environment, so if there are some items you want to find or side quests you want to complete, do them before fighting this guy. A lot of side quests can still be completed after this fight, but they're made a lot harder.
-Boss has 2 forms; First you'll fight the METAL ARMOR which has mostly long range attacks, then you'll fight the MAJOR GENERAL EZRA SHIELDS, who is a human close range combatant with support from the damaged but still functional METAL ARMOR
-STRATEGY:
-FIRST FORM: Run around a lot. Dodge when he starts spinning up his machine gun or charging up his flame thrower; you only really have 2 targets, his legs. You can damage the flame thrower with a drone, but never kill it, shooting it just causes it to reload. Either way, that's your best opportunity to attack
-SECOND FORM: He's got a lot of combos and a big ground slam attack. Also, he's supported by the metal armor. The armor fires infrequently with either it's rail gun or with a fireball mortar attack; you need to wait this attack out.
Just wait for the metal armor to fire, THEN attempt to combat the general. The rail gun is extremely powerful and will stun you, and the fire can do continuous damage, they're both really bad. The general himself has a lot of attacks, but most aren't too difficult to deal with. It only requires 2 deflects to stun him with most weapons, so just try and stun him when the opportunity arises. He doesn't take too many hits otherwise.
The safest way to deal with the general is to just bait out his jumping ground pound attacks, just stand far away from him, dodge the slam and counter attack; he's always vulnerable for a few seconds after it.
FIRST FORM ATTACKS:
-Machine gun: best to run or hide behind the metal wall.. things around the arena. Running directly at the Metal armor works well for this attack, too. It can't seem to shoot directly down.
-Rail gun: you'll see the blue arm begin to charge up. Best to dodge this one.
-Flame thrower: He'll shoot a jet of flames in your direction; it leaves a trail of flames on the ground that'll damage you, and is generally kind of hard to avoid if you're in it's range.
-Flame burst: Sometimes if you're underneath it, it'll shoot a jet of flame directly at the ground, creating a big explosion that spreads fire in a circle around the armor; you have to just back off if it does this.
-Machine gun spin: If you're close to its legs, it'll sometimes start firing it's machine gun in circles around it's feet, slowly expanding its firing arch. Just back off when it does this, it's range isn't nearly as bad as the flame burst.
-Kick: When attacking the legs, they'll retaliate with a kick. If you see a leg rearing up, move to target the other legs, the range is very short on this attack.
SECOND FORM ATTACKS:
-Ground slam: The general jumps high into the air and slams his fists down where you stand. Just keep moving and dodge it, it can't be parried or blocked.
-FLAME MORTAR: The metal armor fires a barrage of fire bombs at you. If you keep moving, it'll never hit you, but if you're standing in place fighting the general, you'll get hit. Wait for this attack to finish before continuing to attack. This attack also damages the general, if only somewhat.
-RAIL GUN: if you see the metal armor's blue arm spinning, it's gonna fire a rail shot at you. Just keep dodging or running and it won't hit you. Just like with the mortar shot, wait for this attack to come out before getting in to fight the general, it takes awhile before the metal armor will attack again.
-GENERALS PARRY-ABLE COMBOS:
-UP DOWN (slow and fairly easy to parry)
-UP RIGHT RIGHT (First he'll dive forward then adds a right swipe. first attack can come out faster than you might think.)
-LEFT UP UP (Fast first attack followed by 2 slower jumping attacks.)
-DOWN RIGHT (Performs an uppercut that homes in on you. Very infrequently used, at least in my experience.)
REWARDS:
-GENERAL'S A.C.U. V2.0 (a great punch weapon)
-SCHEMATIC: A.I.D Centauri *** Gear (whatever part you cut off from the general)
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SECOND MAJOR BOSS - GIDEON'S ROCK
-A boss with 3 forms, each one you'll want to use a different strategy to deal with
FIRST FORM: learn to parry it; that's the safest, best way to get your hits in.
-It's main attack is to strike with RIGHT, then a FAST LEFT, then LEFT. He'll also mirror that with a LEFT, then a RIGHT, and he's got a LEFT RIGHT LEFT attack that's very fast.
-otherwise, he's got a dig attack where he'll try and pop up out of the ground to damage you. When he starts digging, just run until he reemerges.
SECOND FORM: This is his wolf form, parries are hard to pull off and most of his attacks cannot be deflected, so it's better to look for openings to attack.
-He's got a RIGHT, LEFT swipe attack that he uses infrequently and can be parried.
-He's got a charging attack where he runs at you then turns around; Dodge this then run at him to get a few hits in.
-When he throws his arms wide, that means he's going to follow up with a VERY FAST forward head-butt attack that cannot be parried. Dodge it or block it.
-He's got another attack where he Jumps on the ceiling and shoots nano blobs at you. When he fires these, he actually takes a bit of damage, but regains it when the blobs rejoin him. So the easiest way to do damage to this form is to attack those blobs; they're fairly easy to dodge when he fires them, so destroy them on the ground and make that damage permanent.
-Best time to do damage is to destroy the blobs it fires and hit him after he charges at you; both of these attacks can be baited by positioning yourself far away from the boss.
FINAL FORM: This form doesn't have many attacks, but they're all very dangerous, so play cautiously.
-He flops forward, sliding a long way and leaving a train of nano residue. Don't stand in the nano stuff too long, it does A LOT of damage if the meter fills.
-He slams the ground and sends a shock wave of nano stuff in front of him. You don't want to be in front of him when this happens, so just keep moving.
-He'll charge up his arms with a red glow; that means they're infused with nano energy, so as you attack them you'll get nano build-up. Be mindful of that little purple meter and don't let it fill up.
-Just keep your distance and attack when he does his belly flop attack, don't get greedy and you should be okay.
REWARDS:
-NANO BRAIN: Guttenberg at the CREO INSTITUTE wants that, it's basically just a key item.
-HELIX OF THE DELVER
-REAPER'S TESTAMENT: you get this one of watching the echo left in the boss chamber.
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FIRST MAJOR BOSS - PORT NIXON
-First thing you'll probably notice: No health bar. To kill this guy, you need to target and destroy 5 specific parts of his body - The 3 legs and the 2 cooling tanks behind his arms.
-To hit the COOLING TANKS, you either need to destroy the arms (which is time consuming) or just stun him. Notice the 3 little armor symbols by his name; that means you need to parry 3 of his attacks before he's stunned.
-To bait him into a parry-able attack, stand close to him. If you're too far off, or to the side, he'll try and hit you with his legs, which cannot be parried. His most common attack is a LEFT, RIGHT, LEFT combo: it's the easiest to parry and the most consistent. So wait for that, then hit the cooling tanks when he's stunned.
-To destroy the legs, you're gonna need to be a little more cautious. The left and right leg are the hardest; it's best to bait him into the attack where he slaps his back leg on the ground in front of him then steps forward. His other legs are immobile during this attack, so you'll have so time to get a few hits in.
The back leg is best attacked in the same way; bait out the back leg step attack then hit it a few times before backing off.
ATTACKS
-If you're close to either of his front legs, he'll perform a slam attack that cannot be parried and does tons of damage; best avoided.
-A swipe attack with his legs; he does this if you're to his far left or right; also best avoided.
-Back leg step attack; it'll slap it's back leg into the ground in front of it, then flip forward. This is the best time to attack the legs, and isn't too hard to bait out by standing about middle distance away from Johnny, as long as you're in front of him.
-Mine attack; another good opportunity to attack his legs; he'll spread electric mines throughout the battlefield by dumping water from his pod. The mines don't actually activate until he's done spreading them around, so you're free to get in close and do some damage while he's still performing this attack.
-ARM ATTACK: LEFT, RIGHT, LEFT; that's the order he'll swipe at you with his arms. Great for parrying, leaves his COOLING TANKS vulnerable.
-TOXIC BLAST: He'll shoot out a shotgun blast of toxic water in an cone in front of him. When he's shrieking and winding up, get to the far left or right.
REWARDS:
-LITTLE JOHNNY'S FORCEPS
-EMP-44 "STARFISH" can be used to open magnetic locks and stun enemies.
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-BE AGGRESSIVE- You want to be generating energy as much as possible. The more energy you generate, the more you can heal yourself. The more you can heal yourself, the more aggressive you can be.
-Get rid of the implant that automatically generates healing injections once you've figured out how to do it yourself. It's a waste of a slot once you've gotten used to the ins and outs of the injectables system.
-Don't use go for the gear with the highest defense rating, that class of gear often has major downsides that you might not notice at first; Usually, GOLIATH CLASS gear gives you some kind of penalty to stamina use, sometimes they slow down your attack speed, they can also just be really bad at generating energy.
The safest route to go is with more middle-of-the-road gear that gives you some defense, but doesn't sap your stamina as much.
-Regarding weapons, probably the most beginner friendly are the fast ones; 1 handers, punch-daggers and spears. Spears are VERY useful in this game; they're fast, they have long range and you get access to some good ones pretty early in the game.
-Make use of CHARGED ATTACKS to generate a lot of ENERGY. Charged attacks are also good at breaking armor, so using them can significantly shorten some encounters.
-Don't be afraid to swap out weapons: You get A LOT of weapons in this game, and some are just blatantly better than others.
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DEAD CLAPTRAP - In the area where a train passes through and unloads COV, wait for the train to leave, then look on the tracks to find a dead claptrap.
TYPHON LOGS -
1 - Right near the entrance to the neon arterial, jump on the tree planter across from the CATCH-A-RIDE, the log is there.
2 - Overlooking the Apollyon Transit hub, to the right from the entrance.
3 - In the hallway filled with guardian enemies leading up to the vault, look in a side passage to find the last log. It's near an
TYPHON DEAD DROP - Another dead drop that's not really hidden, just go down another side passage in the final passage to the vault.
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CRIMSON RADIO - On the left-hand side of the backyard area, look for a lower area you can jump down to.
DEAD CLAPTRAP - Behind the bar on the second floor of the main hallway in ATLAS HQ.
TYPHON LOGS -
1 - On the far left-hand side of the half-circle entrance area from the entrance.
2 - On the second floor, the log is against a handrail looking out at the main elevator with the ATLAS logo on it.
3 - The last log is on the right hand-side on a balcony area looking out on landing pad in the ATLAS HQ backyard area.
TYPHON DEAD DROP - On the second floor of the Atlas main hall, look for a series of room behind a window; The door has a big ATLAS sign over it. Run through the connected rooms to find the dead drop.
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DEAD CLAPTRAP -
1 - After getting through the Maintenance corridor you'll end up back outside; from there, look for the dead claptrap on a pole high up on a rock spire around the center of the arena.
2 - In the lower level of the Skywell, you'll find claptrap in a small area bathed in red light that you'll need to jump into from the top of a set of stairs.
TARGET OF OPPORTUNITY - In the room with the big STAR WARS power core, look for a way to platform down to a little arena where the target of opportunity hides. They might look a little familiar.
TYPHON LOG -
1 - The first log is a little awkward to find; you'll need to jump down to to the next arena then find an indoor stairway that takes you back up to the previous landing. In the room with a door you can unlock to get back up, you'll find the log.
2 - Before jumping toward the big engine, follow a narrow path to find this log.
3 - In the room with the big generator / power core, find a ladder that'll take you up. From there, do some platforming to find the final typhon log in the area.
TYPHON DEAD DROP - It's not hidden at all, it's just down a long hall filled with red light.
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Find a cave outside the abandoned science base in the VORACIOUS CANOPY on EDEN-6. If you check your map, you'll see a little cave with a fallen claptrap in it near the entrance to the science dome area.
Jump down there and find some ERIDIUM! A decent amount of eridium. Now just reload; because there's a reload point right outside the cave, you'll be able to run to the cave again and again with only a short delay to reload the zone.
CRIMSON RADIO - On a tower past the big bridge near the center of the map. There's a lot of platforming and ladders to climb, but none of the jumps are too hard.
DEAD CLAPTRAP
1 - In front of a house on it's own little mountain that's connected by a bridge in the second large area of the map.
2 - In the area past the large bridge leading to the monastery. You'll find the dead claptrap near a piano up a set of stairs.
LEGENDARY HUNT - Up on a small little bluff outside the cemetary
TYPHON LOGS -
1 - In the first arena area after entering ATHENOS. Look for some yellow paint and platform up to find this log looking out on some distant mountains.
2 - In the cemetary, look near the large mausoleum with the vault symbol on it.
3 - This last one is easy to find, it's in the vault at the end of the area. Look in the water.
TYPHON DEAD DROP - This one's pretty easy to find, just platform over the locked gate to find the dead drop.
CRIMSON RADIO - On top of a building near the entrance to BIG DOCK ENTRY. As usual, look for yellow paint and platform. The hardest part is getting on the streetlight, which can be a pain.
DEAD CLAPTRAP -
1 - On top of a building in the MARKET QUARTER, it's on a deck chair on top of some sheet metal awnings.
2 - In a corner at the central subway station.
TARGET OF OPPORTUNITY - Look for a arena down a long narrow path close to Killavolt's arena.
TYPHON LOGS -
1 - On top of a building in the area where you fight one of the contestants in the battle royale. It's the one on the opposite side of the map from the dock area. Look for a broken section of wall that you can actually platform up to.
2 - On a ledge looking out toward killavolt's arena.
3 - On a destroyed crane out on the water in the BIG DOCK ENERGY area.
TYPHON DEAD DROP - It's not hidden, you just find it in a shipping container used as a hobo abode.
CRIMSON RADIO - On top of the big DINER near the burger side-mission. Look for yellow paint to use as a guide to platform up to the broadcast.
DEAD CLAPTRAP - down some stairs near the center of the map. Check the map for this one.
Hijack Target - Behind a yellow barrier near the exit to the CENTRAL ARTERIAL. To turn off the barrier, follow the cable and shoot the vents attached to the water vein above to complete the circuit.
TARGET OF OPPORTUNITY - Head down the destroyed road attached to an small arena-like area. You'll usually find targets of opportunity in these separated arena-like areas, so be sure to explore them if you see an area like this on the map.
TYPHON LOGS -
1 - Pass by the entrance to the GIGAMIND boss fight and keep going to the walkway over the road.
2 - Can be found at the entrance to the Atlas square. Once you get the mission to go to the ATLAS HQ, you'll pass by it immediately.
3 - At a corner in the MERIDIAN MERCANTILE area overlooking the water.
TYPHON DEAD DROP - To get to this dead drop, you'll need to platform on top of some containers then jump to a ledge on the large concrete wall. Now run down the ledge, jump over another container and duck through the tight space after it to get to the dead drop.
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If you want to get a gun from Moxxi, you're gonna have to put a lot of money into her tip jar.
It can be a little wonky, so do this in one go: Put around $30,000 into her tip jar in $1,000 increments. If you try to do with by $100, this won't work! Just keep putting thousands in her jar until you get a message from MOXXI. Check you MAIL in the SOCIAL tab to collect a random unique gun that Moxxi sends you.
Sometimes the gun is good, sometimes it's.. not, but it's a unique gun!
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There's a great location to constantly repeat killing a loot tink in the Jakob's estate. Go to the SERVANTS LIFT, that location always has a loot tink spawn. So kill the loot tink there, then quite and reload. You'll start immediately before entering the SERVANTS LIFT and be able to kill the loot tink again.
This is an awesome farm on normal, but in NEW GAME + it's even better, you can get A TON of legendary guns in very short order if you take advantage!
CRIMSON RADIO - On the radio tower on the hill across from then entrance into ASCENSION BLUFF.
DEAD CLAPTRAP - Strung up on a pole on the path to the main building of ASCENSION BLUFF. You need to get onto the container to grab it.
HIJACK TARGET - In the small outpost near a CATCH-A-RIDE just past the CRIMSON RADIO.
LEGENDARY HUNT - In the same section of the map as the CRIMSON RADIO objective and the HIJACK TARGET objective. Look for a little stretch of land blocked by a rock ledge. Find the yellow splash of paint, that's where you can platform to get over the rock and find this hunt.
TYPHON LOGS -
1. Overlooking a cliff across from the CRIMSON RADIO mission and up from the LEGENDARY HUNT.
2. Overlooking a cliff near the bandit base that has Vaughn's mission for the area. If you see a mysterious door with a red symbol on it, this log is nearby.
3. Another log overlooking a cliff, this one points at the main building of ASCENSION BLUFF. It's across the gap, so it's basically in the middle of nowhere near the road.
TYPHON DEAD DROPS - Not hidden at all. It's in the container near the CATCH-A-RIDE closest to the top of ASCENSION BLUFF.
DEAD CLAPTRAP 1 - On a ledge off the far edge of the SUPER 87 RACETRACK, which is near where you meet ELLIE.
DEAD CLAPTRAP 2 - On a broken down car beside the catch-a-ride station that has the quest SKAG DOG DAYS. This catch-a-ride is in the second section of the map that requires a car to access.
LEGENDARY HUNT - In the small separate area with all the varkid nests. Generally, legendary hunts and targets are in these arena-looking areas separated from the main section of the map.
TYPHON LOGS -
1. On top of a cliff overlooking the varkid nests area with the legendary hunt, it's also near the small base where you do a mission for ELLIE and she explains how red chests work.
2. On top of some rocks in a little pit area near the entrance to TANNIS'S DIG SITE.
3. On ANOTHER ledge, this time in the little base where you get the ASTRONAV CHIP for the mission TAKING FLIGHT. This area cannot be accessed unless you have that mission.
TYPHON DEAD DROP - In a little installation past the dam. There's a big DAHL sign on it. It's not hidden.
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DEAD CLAPTRAP - In a ratch filled small cave very close to the drop pod, where you first entered the meridian outskirts
CRIMSON RADIO - At the center of the open area right after encountering the hover COV vehicles.
HIJACK TARGET - In the same area as the Radio tower, look for a structure built under the destroyed highway overpass bridge. Platform (carefully) up to the truck to take it.
TYPHON LOGS -
1. Near the elevator on the large bandit base under the overpass bridge. To be able to take the elevator up, you have to accept the QUEST: MALIWANNABEES from a random person in the refuge camp that you pass through to get to the MERIDIAN METROPLEX zone.
2. Under a small broken structure directly across from the CATCH-A-RIDE in FORT PISSOFF
3. Near the big locked door across from the HIJACK TARGET. The door opens when you get the QUEST: TECHNICAL NOGout.
TYPHON DEAD DROP -
The dead drop can be hard to find, this one is ACTUALLY HIDDEN. To get to it, ride the elevator that leads up to the exit to the MERIDIAN METROPLEX. It's the one connects to the refuge camp area. When you're at the top, you need to activate the elevator to send it down then quickly back out so that you remain on the top floor while the elevator goes down, then jump ON TOP of the elevator as it goes down. Wait for it to go all the way to the bottom, then hit the switch on the wall to send the elevator back up so that you'll end up in an area ABOVE the elevator shaft. That's where the TYPHON DEAD DROP is!
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-One of the best early game guns. LEGENDARY rarity, unique too.
-FOUND in LECTRO CITY, which is connected to the central area of Promethea, the MERIDIAN METROPLEX. You can only be access LECTRO CITY by taking MOXXI'S first mission in Sanctuary called "KILL KILLAVOLT"
-Go into the underground (there's multiple entrances) and find this area with multiple switches connected to T.V.s in front of a door. To open it, you need to flip the switches so that all the screens are lit up.
-To open the door, hit the cabinet button, then turn the valve, then pull the big lever, then hit the switch on the side of the cabinet, then hit the switch on the side of the cabinet AGAIN, and that'll do it.
-A unique enemy spawns: ONE-PUNCH! He'll kill you in a single hit, so be careful.
-Killing him gets you the ONE PUMP CHUMP. There's a chance it won't drop, but it's not high, just leave the area and hit the switches again to make him spawn again if you want another chance at getting the gun.
-The gun has a 50% chance of not using any ammo per shot. It's a shotgun that shoots slugs, so it's great at short and long range, it's just awesome all around.
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-1: Back up your save. This is essential.
-2: Load up game and select your character with guns in your inventory you want to dupe.
-3: Start a COOP session, and have your friend or just a second character on a second account join your game
-4: Now just give the gun you want duplicated to the second player. You can either trade it or throw it on the ground or anything, really.
-5: Now just quite the game. Select quite to main menu to make sure the game saves you and your partner's progress.
-6: Now quit the game, and find your back up save file. I've got mine saved to the PS4 cloud, so I just select "DOWNLOAD" and overwrite my newer save.
-7. Now load the game again in coop and you'll find that the gun you gave away is still in your inventory (because you backed up the save before you traded it away) and your partner has the duplicate.
-8. Continue until satisfied?
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There are 7 Ultimate Upgrades you can earn in Gears 5. You'll be able to find one for each Support and Combat skill on Jack. Some are unlocked by completing side-objectives, while others can just be found in the environment. Most are found in the open-world areas, but one is found in a linear level.
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Flash Ultimate Upgrade: Flash Freeze - Freezes enemies, incapacitating them for longer.
FIRST PART - Act 2: Chapter 2 - Train tunnel - gives clue about DERRICK SITES, but I don't think it's required to actually get the upgrade.
Location: Act 2: Chapter 4 - Visit both Old Derrick Sites and collect the items in the skiff. Get both to unlock the cryo upgrade for Flash.
Shock Trap Ultimate Upgrade: Seeker - Shock-Bots chase targets and do double damage.
FIRST PART - Act 2: Chapter 2 - New Hope - there's a note in an abandoned camp on the way to the new hope facility which offers a clue about finding this upgrade. May not be required to actually get it, however.
Location: Act 2: Chapter 4 - Go to the East Tower Substation and grab the collectible to find the code to the North Tower Substation. Travel to the North Tower Substation, and you'll find the Shock Trap Ultimate Upgrade inside.
Stim Ultimate Upgrade: Brawler - Melee damage is tripled while Stimmed.
Location: Act 2: Chapter 4 - Found in the Condor Crash Site side-objective in the far northeast corner of the map. Drive around and you'll find it.
Pulse Ultimate Upgrade: Marked For Death - Attacks against Pulsed enemies deal 20% more damage.
Location: Act 2: Chapter 4 - Found in the Condor Crash Site side-objective in the center-east part of the map. You can't miss it with a little exploration.
Cloak Ultimate Upgrade: Slayer - Remain cloaked for the full duration, even while shooting.
Location: Act 3: Chapter 1/3 - Complete the 'Water Works' side-objectives. Complete the Water Tower, and Harbor Docks, and Pump Station side-objectives to earn this reward.
Hijack Ultimate Upgrade: Detonator Implant - Hijacked enemy explodes on death.
Location: Act 3: Chapter 1/3 - Complete the 'Scavengers' side-objectives. Complete the City Ruins, Cargon Shipwreck and Artillery Battery, side-objectives to earn this reward.
Barrier Ultimate Upgrade: Deadly Overload - Jack's Barrier explodes outward when it expires.
Location: Act 4: Chapter 1 - When the Swarmak appears, you're on the bottom floor of a battlefield. Go to the corner directly to your right to find this easy-to-miss upgrade.
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Enforcer Relic: Act 2: Chapter 2 - Right near the entrance to the massive open-world area, when you reach the locked first gate, stop at the cliffs and look left. There's a skull marker to the left in the trees -- that's where you'll find the first hard-to-spot Relic Weapon.
Longshot Relic: Act 2: Chapter 2 - When travelling north from your first objective in Chapter 2 (the old COG wall) you'll spot a red wooden building on the right. You can't miss it when travelling to the northern portion of the Chapter 2 map. Go up to the boat house to collect it.
Retro Lancer Relic: Act 2: Chapter 4 - Going through the old COG wall to the eastern section of the open world map, look to your left -- before you reach a frozen pond on your map. Look left for a red skull on a large rock outcropping -- it'll guide you to the hidden Retro Lancer, leaning against a tree.
Torque Bow Relic: Act 2: Chapter 4 - When entering the rusted gates that lead to the Abandoned Mine side-objective, go up an optional path to your right. Up the path, between to large rocks, you'll find the Torque Bow.
Boltok Relic: Act 2: Chapter 4 - Just left of the Condor Crash Site in the center-east side of the map -- the one that's locked inside a glacier. Look for a red skull on the ice cliff.
Boomshot Relic: Act 2: Chapter 4 - In the northern section of the map, enter the path leading to the North Comm Tower objective. Go right to find the Tower Substation -- next to the substation, there are two big square things. Look between them to get the Boomshot.
Dropshot Relic: Act 2: Chapter 4 - Go to the far northeastern corner of the map -- there's a block glacier in the northeast. Look on the east wall of the glacier for a small snowy path that leads to the gun. Find it directly east of the northern Old Derrick Site.
Gnasher Relic: Act 3: Chapter 1/3 - On the edge of the map, north of the Water Tower / Cosmonaut Training Facility, you'll find this Relic just resting against the cliff wall. Look for the red skull marker to find it.
Talon Relic: Act 3: Chapter 1/3 - Near the Abandoned Airport where you start, just as you exit to the Skiff, look right for three large Hangars. The Talon Relic is just on edge of Hangar 1, to your right when you exit the Abandoned Airport.
Claw Relic: Act 3: Chapter 1/3 - North of the City Ruins, you'll find a series of small domed structures and bridge. On one of these domes, you'll find a red skull marker with the Claw Relic nearby.
Snub Relic: Act 3: Chapter 1/3 - Follow the northern edge of the map east from the Rocket Hangar entrance. On the green / white techno walls, you'll eventually spot a red skull marking this relic's location.
Markza Relic: Act 3: Chapter 1/3 - At the Pump Station side-objective, look on the cliffs past the ruined cars, opposite the entrance. There's a red skull marker with the Markza Relic nearby.
Lancer GL Relic: Act 3: Chapter 1/3 - Travel to the tunnel that leads to the Cosmonaut Training Facility. Opposite the winding tunnels, on the other side there are cliffs held up with pillars. The weapon is on one of these lower pillars.
Hammerburst Relic: Act 3: Chapter 1/3 - Near the City Ruins side-objective, just east, there's a small structure with an open gate and three submerged archways. Enter through the gate to spot the red skull and pulse the area to find the relic weapon.
Overkill Relic: Act 3: Chapter 1/3 - Found on a big ugly rock, directly north of the Bridge Control Station objective.
Lancer Relic: Act 3: Chapter 3 - Just outside the Cargo Shipwreck side-objective, look at the back of the ship itself to spot the skull marker where this weapon is hidden.
Embar Relic: Act 3: Chapter 3 - Near the Condor Crash Site in the far southeast corner of the map, close to the Turntable objective, find this weapon near the wrecked tail of the airplane. It's a little ways away from the crash site proper, but easy to spot.
Collectible #1: At the start, look on the bar top to grab this newspaper.
Collectible #2: Go downstairs from the first collectible, then cross to the opposite side of the large room. In the baggage claim area, look directly right as you pass a pile of wooden crates.
Collectible #3: Pass through the old security checkpoint. Near the exit doors on your left, continue into the optional room straight ahead. Grab the missive in the back-left corner.
Collectible #4: Go outside to a large military camp. Slightly left, there's a table with a note pinned to the surface with a knife.
Collectible #5: Go to the landing strip and enter Hangar 4. There's a collectible to the left of the chopper nose.
Collectible #6: Go to the Water Tower objective, and enter the room at the far end. Inside the room where you'll find an ally, look on the right side.
Collectible #7: Next, travel to the City Ruins objective. Fight until Jack welds open a door -- going inside, you'll find a collectible on the desk up the stairs. This is your objective, so you can't miss it.
Collectible #8: In the same area, the City Ruins, you'll leave the room with the objective item. Opposite the entrance / exit double doors, there's a wall with a hanging flag collectible you can grab.
Act 3: Chapter 2
Collectible #9: In the dark control room, go to the right side and look for a body resting against a sandbag barricade. There's a collectible here.
Collectible #10: In the large area with multiple levels and lots of red sand, don't ride the platform out -- instead, go down to the bottom level and look in the corner beneath the objective. There's a note on a barrel, near several computer terminals.
Collectible #11: Reaching a sandy room with bent rickety pillars, clear the area and go to the back-right where there's a staircase. Vault over cover and go up the stairs to an office with a note.
Collectible #12: Enter a massive chamber with the rocket hanging from a crane on your left, vault over the sandbag barricade in the corner of the platform to find orders.
Collectible #13: After crawling through a ruined wall, you'll enter a massive room that's flooded with red sand and wreckage straight ahead, run to the buried tank and collect the note from the dead body.
Collectible #14: Going down a dark set of stairs, you'll turn left through a ruined wall and find a large table. Grab the speech off this table.
Collectible #15: Exiting the Rocket Hangar and look to the right of the giant ruined wall. There's a dead UIR soldier with a tag.
Collectible #16: Continuing on, you'll exit the rocket facility and travel to a large train hub station. After the first combat encounter, you'll pull open a door with your team and find this tag at the back of the room.
Act 3: Chapter 3
Collectible #17: Go to the Cargo Shipwreck side-objective, located further east of the Artillery Battery. Drop into a combat area with red sand fog, and stick to the wall on your right. It leads to an open container with a collectible inside.
Collectible #18: Like the other side-objectives, there's an AI circuit board you can collect to complete the area.
Collectible #19: Go to the Artillery Battery side-objective, locating southeast from the large bridge. Break into the main building and you'll find the AI circuit on the desk. Impossible to miss if you complete this objective.
Collectible #20: In the same control room, don't miss the telegram orders on the console in the back-left.
Collectible #21: Travel south from the Ship Harbor to find a collectible of ruined tanks in the sand. There's a corpse sticking out of one of the backs of the tanks with a collectible.
Collectible #22: Your primary objective is located at the Cosmonaut Training Facility. To the right of the wrecked entrance, there's a fragment collectible on the ground, near the concrete wall.
Collectible #23: Reach the massive centrifuge room, and the machine will blast open a new path. Enter this path, and don't miss the collectible on the left -- opposite from your objective.
Collectible #24: When your main objective is to reach the Nomad Convoy, enter the convoy wreckage and immediately turn right. There's a collectible next to the overturned vehicle.
Act 4: Chapter 1
Collectible #1: Taking the stairs down from the piano, there's a book on the floor down below, straight ahead.
Collectible #2: Outdoors past the second beacon objective, there's a ruined building straight ahead of you. You'll be directed to go left. Go up the slope to your right instead. It leads to a helmet on the ledge.
Collectible #3: At the mausoleum entrance, go right down the street and look for a car with rubble on the front. There's a cog tag on a large rock, leaning against this car. It's just opposite the entrance.
Collectible #4: Hanging from the wall, just to the right of the door leading into the mausoleum.
(constant server issues cause all kinds of weird problems with GEARS 5, even single player. If the Microsoft server cuts out, the checkpoints break. It's ridiculous.)
#1: From the balcony where you start, go down the stairs and go right. There's a flute on the table.
#2: Down on the ground floor, cross the snowy area. On the way to the objective, grab the collectible next to the burning furnace.
#3: At the huge bone piece in the town center, check the red flowers in the corner past it.
#4: At the next area past the security gate, There's a toy gun on the concrete block on the building corner.
#5: From the previous collectible, go towards the furnace but look left. go inside to find a poster on the table to the left.
#6: At the horse stable, go through the door and you'll see a rule letter posted to the wall on your left.
#7: After experiencing a hallucination, enter a building with blue crates and a table in the center. There's a collectible note on the table.
#8: At the bottom of the village,there's an area with water called the steam farm. Go past it and look for a letter on the crates nearby.
#9: After the swarm attack, fight up to a Silverback repair bay. don't miss the schematic on the workbench.
#10: Entering a dark room lit by Jack, look on a table against the wall, next to a red cabinet straight ahead, right of the yellow door.
Act 2: Chapter 2
#11: Outside the large security gates that you'll unlock in Chapter 4, look southwest for a pile of ruined trucks. There's a body in the snow with a collectible earring.
#12: In the open-world section, go checkout the Train Tunnel side-quest. Down the tunnel, enter the train from behind to find a note.
#13: From the tunnel, follow the train tracks to a ruined blue-painted train car.
#14: While close to the main objective, in the northeast corner of the map, find the 'Lost Outsiders' side-objective on the right marked with a yellow flag.
Act 2: Chapter 3
#15: In the frozen lobby, go to the back-right to find a collectible on the desk. Grab it before breaking through the door.
#16: Drop down into a dark area, and enter the hallway on your right. Go through the cell block and look for a locked door with a keypad. Point your reticule to get IRIS to unlock the cell. The collectible is inside.
#17: Continue down the hall from the previous collectible. In the room with corpse cabinets, stick to the left to find a collectible between the surgery tables.
#18: Enter the room with children's drawings on the wall. Hop through the broken window.
#19: When you enter a hallway that begins with a short drop, look on your right for an open doorway.
#20: After sliding down some stairs, you'll be in a misty basement with server banks. Turn right and look at the right side wall as you enter the hallway.
Act 2: Chapter 4
#21: North of the mines, in the east-center of the map, there's a tank frozen in ice on a cliffside.
#22: Starting with the 'Abandoned Mine' objective, go south. To the left, there's a tower you can climb into with a collectible.
#23: Entering a room with a series of lockers, look inside the room on your right. As you enter, look on the interior wall to the right for a poster hanging from the wall.
#24: In the cavern digging area, there are optional rooms to the left. Go inside the small room to find a journal on the table.
#25: Travel to the 'East Tower Substation' objective on your map. Inside the old abandoned building, go to the back room to find this note in a corner.
#26: Still in the east part of the map, drive up to the abandoned assault derrick located south of the North Comm Tower. Near the entrance, there's a skeletal body, to the left of the flag, with a locust tag.
#27: Enter the side-objective area described above, Completing the side-objective will give you the collectible.
#28: There's another abandoned derrick to the east of the previous one, in the northeast. Enter the glacier and look to the right as you encounter old wrecks.
#29: Complete the side-objective to once again earn the collectible reward at the end.
#30: On the way to the North Comms Tower objective, Go right at the fork to find the North Tower Substation -- there's a collectible to the right of the doors.
Act 2: Chapter 5
#31: reach a high security entrance door, turn around and go back through the ice passage. Go right and down the slope.
#32: In the spooky lab filled with green tubes, follow the ramps in the back-right to a door. Kick it open, and then go to the back of the lab to find a report.
#33: Following a cutscene, you'll regain control right next to a spooky stasis tube. The collectible is to the right.
#34: Passing through an icey room, you'll need to power a generator to get through. There's a collectible right next to the generator.
#35: Going through more rooms with ice bursts while chasing the Doctor robot, you'll need to smash through a block of ice to enter the chilled room.
#36: In the same room, unlock the windows to reveal the main area and a door will unlock behind you. Enter through the door, and look left.
Act 1: Chapter 1
Collectible #1: Right at the start, go right and cross the water. There's a pair of glasses on the rocks to the right of the waterfall.
Collectible #2: Moving up the hill right at the start of the chapter, go left down an optional path instead of going all the way up.
Collectible #3: Grab this poster in the bathroom, right after walking through the open area where you learn how to collect with IRIS.
Collectible #4: After unlocking the door to the underground facility, enter the room marked "INFIRMARY" and you'll find the Cog Tag on the bodies.
Collectible #5: To the left of the "INFIRMARY", go up the stairs and then turn left. You'll find a path that leads far into the office building -- when you reach an office, there's a collectible on the desk.
Collectible #6: After clearing out the enemies from a yellow-tinted combat area, go to the upper-right entrance to a door that leads into a storage room. Go up to the console in the back to find a collectible.
Collectible #7: In the same room, your robot buddy IRIS will unlock the door. In the meeting room with the white boards straight ahead, you'll find another collectible.
Act 1: Chapter 2
Collectible #8: Once you gain control in the room with the holographic orb, don't miss the collectible on the desk with the computers.
Collectible #9: From the stairs, go to the right of the desk to find a white document on the pile of supplies.
Collectible #10: Go up the steps to find a collectible blueprint on the crates to the left.
Collectible #11: At the gym with the robot, there's a hard-to-see white paper hanging from the marble wall.
Collectible #12: In the same gym area, exit to the hallway and go through the doors to the entrance lobby. Look on the bench for a brochure.
Act 1: Chapter 3
Collectible #13: Right at the start, look straight ahead for a corpse on the ground. Collect his cog tags off the floor.
Collectible #14: In the next room, look in the back-right corner to find a collectible magazine on the desk.
Collectible #15: When you reach another helicopter crash, destroying the wall, climb the stairs up to another office. At the top of the steps, turn left and check the desk in the corner for a report.
Collectible #16: Through a ruined hallway, you'll enter a room filled with refugees. Don't leave through the window -- go to the room to the left to find a note on the table.
Collectible #17: Down the wartorn street, look on the right for a two-story building with brown wood pillar. Go to the top of the stairs, and look in the back-right corner. There's an open shelf -- stand on it and look down to spot the star medal. One of the toughest to find in the game.
Collectible #18: Passing through the airplane crash site, look on the left-hand side as you pass through a doorway to spot some cog tags.
Collectible #19: On the road with the flashing neon guitar sign, go to the back-right and enter the book store. On the back of the center display there's a book you can collect.
Act 1: Chapter 4
Collectible #20: As you enter the grand hotel gates, go down the stairs to the garage entrance. Climb into the loading area and look left for a memo on a table, past some boxes.
Collectible #21: Entering through the door that leads into a pitch-black room that needs to be lit by IRIS, look on the ground. There are two dead bodies -- one has a cog tag.
Collectible #22: Entering the bright yellow-lit atrium of the hotel, go straight ahead past a dolly to find a plush doll.
Collectible #23: In the same room, go up the stairs and look to the right of the barricade. Don't crawl under it -- just grab the pamphlet on the cloth-covered table.
Collectible #24: Going through the back rooms of a theater, turn left to enter a dressing room. Go left into an optional room with a lyric sheet on the table.
Collectible #25: Entering the backstage area proper, look left of the table surrounded by chairs to the bright make-up mirrors. There's a collectible on the table with the bust.
Collectible #26: In the stage area where you'll need to move the curtains, run to the far back-right corner to find the last collectible.
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Starting in Act 1, Chapter 1, proceed to the point where your team splits up. To find this secret, you'll need to be playing as either Del or J.D. After the team splits, go down the hatch into the sewer area.
As you land into the dark sewer, don't move, just look around. You'll see 4 valves on pipes around the area. Shoot each one (you'll see a puff of steam if you did it right), you'll need to shoot all 4 for this to work. If done correctly, a beam of light will come from the center of the room and the fish on a stick will appear before you.
It functions exactly like a Breaker Mace, so don't get TOO excited, but it's still a funny little find.
I was in a YouTube video.. funny thing it was the worst thing I could imagine.
Below, I'll list all the optional boss monsters you can encounter in the game we've found so far -- how to find them, and how to fight them.
Former
Quest: Fridge Duty
To encounter Former, you need to reach the Panopticon in the Containment Sector. Reach Level 4 and talk to the agent in the cell near the Control Point.
After dismantling the TV Set in the Panopticon, you can return and help the FBC agent staring at the refrigerator. Follow the quest steps, and eventually you'll be able to enter the cell -- make sure you continue to look at the fridge. Looking away will damage and kill you quickly.
Touching the fridge sends Jesse to the Astral Plane, where Former will appear. Former is a nightmarish monster that spawns gigantic arms once you do enough damage. Aim for the eye -- the Pierce variant works well here.
Former launches balls of energy and attacks with its arms. The arm attacks smash the floor, creating holes that you can fall through. The energy balls will also destroy the arena or smash chunks of cover.
You can Launch the energy orbs back at Former to deal damage, or you can shoot the energy orbs out of the sky. The Grip or Spin are good for shooting the orbs down. The trickiest part is just keeping yourself from falling down any holes. Make sure you look where you're running and dodge often. Gliding with Levitate will also keep you from dropping into any holes you might miss.
NOTE: You'll encounter a second form of 'Former' in the quest 'Langston's Runaways' -- when you interact with the Flamingo, you'll enter a challenging second battle.
The Anchor
Quest: The Enemy Within
To encounter The Anchor, you need to reach the Logistics room in the Containment Sector. Go to the West Wing where you'll find a wounded FBC Ranger. Talk to him to begin the quest to a Strange Threshold. Complete his mission -- it's required to start 'The Enemy Within'.
After completing the quest and rescuing Wells, you'll unlock the quest 'The Enemy Within'. Return to the Safe Room in the Sealed Threshold Hall, in the Containment Sector. Travel there, you'll need the Levitate Ability to cross the chasm.
Across, you'll meet the Anchor boss. This massive creature is only vulnerable when it's about to attack -- that's when the core is exposed. It moves in a clockwise direction -- so hover to the platforms in anticipation of its attack. After taking some damage, it will begin to spawn floating HISS Altered. Make sure to take care of them first!
esseJ
Quest: Self-Reflection
This quest is only available once you get the Level 6 Keycard. Return to the Ritual Division and enter the Synchronicity Lab. Below, you'll find the door to Mirror Testing. Unlock the path to the Mirror Altered Item by raising / lowering the window shields in this order.
Right Side: (1) Lowered (2) Raised (3) Raised
Left Side: (1) Raised (2) Lowered (3) Lowered
Enter the Mirror Dimension, and you'll eventually encounter esseJ, an evil doppelganger of Jesse. This opponent has all the Powers that Jesse has -- she can launch rockets, throw debris with Launch, shield herself, levitate, and blast you with a machine pistol.
The best way to fight her is to do it with utmost cautious. Hide in the upper level and stay on the side of the arena where you can hide behind pillars. If she tries to invade your cover, retreat to the opposite side. Enemies will spawn in periodically, which you can kill to collect healing.
Mold-1
Quest: Old Growth
The final optional boss, Mold-1, is located deep under the Central Research area of the Research Sector. Drop down to the bottom level, and enter the mold area -- down a narrow hallway, you'll find a deep hole in the corner. Float down once you unlock Levitate, and you'll begin the 'Old Growth' quest, which will unlock Mold Immunity and allow you to reach the Mold-1 boss chamber.
Mold-1 is a massive plant-like monster with three tentacles -- the center tentacle, and two spike-like tentacles. The arena has platforms you can use for cover, and deadly spores in the center.
First priority should be the two flanking vines. Their weak point is behind their heads, so you'll need to dodge when they attempt to strike you, then shoot / Launch at their weak spots. They don't take much damage if you hit their weak spots, so kill them early in the fight.
Getting rid of the two vines makes the rest of the fight much easier. The center tentacle will spew a swarm of tracking dart. They're slow moving, so sprinting or evade can escape them. You can also levitate and flank -- they're so slow, simply levitating away can dodge them.
. Once it takes enough damage, the deadly spores will spread and cover the entire arena. You'll need to levitate and jump onto the raised platforms to survive.
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You can switch costumes at the Central Executive Control Point. The following costumes can be unlocked -- just follow the instructions below.
Civilian: N/A - Default Costume.
Candidate P7: Found in the Containment Sector, Prime Candidate Training room. Look in the P7 room and interact with the open cabinet.
Director's Suit: Unlocked for completing the main story.
Office Assistant: Unlocked after completing a part of the main story very late in the game.
Asynchronous Suit: Complete the Mirror quest in the Synchronicity Lab / Mirror Studies in the Research Sector. After defeating the optional boss, look in the broken mannequin chamber to the left as you enter from the Ritual Division.
Janitor's Assistant: Complete all Janitor Side-Quests, posted in the small Janitor's Room in the Janitor's Office area of the Maintenance Sector. Complete all the missions, then 'Take A Break' and the outfit will appear on the quest board.
Golden Suit: Unlocked by completing a secret quest in the Luck & Probability room in the Research Sector. You need to win at the roulette game. To do that, you need to make your luck as good as possible.
Turn the Horseshoe pointed up.
Make the cat paw go down.
Turn on all the lights in the roulette room.
Bring the fish into the roulette and drop it close to the wheel.
Bring the 4-Leaf Clover and place it in the pot near the roulette wheel.
Astral Dive Suit: Free download, exclusive to PS4.
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To begin the 'Langston's Runaways' quest, complete the quest 'Fridge Duty' found in the Panopticon, Containment Sector. Talk to Langston, the Supervisor, to begin his quest.
For this quest, you'll need to find a series of Altered Items. Each one is in a different location, with a different challenge.
Cleanse and contain the Japanese Paper Lantern
Found in the Containment Sector, in the Sealed Threshold Hall. This area is only unlocked if you complete the FBC Ranger side-quest found in the Logistics room, also in Containment. Complete the quest to rescue the Medic Wells, then you can return to the Sealed Threshold Hall.
The hall is packed with clocks. Clear any HISS enemies, then clear away the pile of clocks on the ground floor of the two-story room where the lower floor is completely flooded with clocks. This is the easiest of the Altered Items.
Cleanse and contain the Traffic Light
The Traffic Light is located on the 4th Floor of the Panopticon in the Containment Sector. You'll find it in the Twisted Passage -- inside, the light will flash different colors. You can move while the light is green, but you have to standstill while the light is red. If you move on red, you'll be transported back outside the field.
You just need to approach the object slowly. Sprint when green, prepare to stop on yellow, and stop on red. Inch closer, and you'll eventually be able to contain the item.
Cleanse and contain the Hand Chair
The Hand Chair is found in the Medical Wing of the Containment Sector. Travel to the large room that's been taken over by mold. The Hand is embedded in the ceiling, and twitching rapidly. Throw objects at the hand until you clear the debris and knock it off the roof.
Cleanse and contain the Moving Letters
The Moving Letters are located in the Dead Letters room of the Executive Sector. There are three letters -- getting close causes them to move rapidly. Watch where they teleport, then anticipate their moves by standing where they're about to appear.
The first letter is on the ground floor. The second and third letters can only be reached with the Levitate ability. Float up to the upper floors of the Dead Letters room -- on these upper floors, one dead letter is in the 'lower' section, while the other is at the top.
After completing these steps, talk to Langston to again for three more.
Cleanse and contain the Flamingo
The Flamingo is found in the Sealed Threshold Corridor, in the Containment Sector. This mysterious area is only available if you take the side-quest from the wounded FBC Ranger in Logistics and access the area through the Oceanview Hotel.
Return to the first room, right where you appear after stepping through the Oceanview. Down below, there's an open door with a bright pink light. Interacting with the flamingo takes you to the Astral Plane, where you'll have to deal with Former a second time.
Cleanse and contain the Mannequin
The Mannequin is located in the Prime Candidate Program room in the Containment Sector. It's only available after you get the Level 6 Key card from your brother Dylan. Once you enter, you'll find the mannequin in the far back of the room -- it's where the room has twisted into itself.
A bunch more mannequins will appear. You'll have to find the right one -- it's the mannequin in the far back-left corner, but it may be random. Just search until you see an interaction blip appear.
Cleanse and contain the Rubber Duck
The Rubber Duck is located in the Protective Studies area of the Research Section. You'll be able to access the Rubber Duck once you have the Levitate Ability. Return to the area -- it's located near the Ritual Division. To access the Rubber Duck, go down the hall toward the HRA Lab and enter the maintenance room.
There's a passage you can Levitate into above. Go through the passage and enter the Rubber Duck room from behind. Now, you need to chase down the duck and grab it before it escapes. It slows slightly with every new area you find it, so just keep chasing it and you'll eventually be able to capture the little thing.
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There are three optional abilities you can unlock for Jesse -- Evade, Shield, and Seize. Each one requires completing a small side-quest that takes you to an Object of Power. Below, I'll explain how to find these side-quests and how to complete the trickier parts of each.
How To Unlock Evade
To unlock the Evade ability, travel to the Maintenance Sector and reach the Janitor's Office. Opposite the first door to the Janitor's Room, there's a hallway that leads to a small break room. Going this way will start the quest 'A Merry Chase'.
Enter the break room and you'll fall through the floor, entering an Astral Plane. Complete the challenge to earn the 'Evade' ability -- this ability can't be upgraded. Press [B / Circle] to launch, avoiding attacks with a quick-dodge.
How To Unlock Shield
To unlock the Shield ability, travel to the Maintenance Sector and enter Central Maintenance. The path to the Field Training Course is blocked by a red barrier. To clear it, aim and shoot all three red spots to make the barrier disappear. When you enter, you'll begin the 'A Good Defense' quest.
Press the button and you'll have 60 seconds to complete the training course. To speed through, make sure you run and shoot all the targets -- your auto-aim will be enough. Use the standard Grip or Spin. Run and evade to speed over gaps. After one trial run, your second run can be quick.
At the end, use Launch to blast the shield around the Object of Power and touch it to enter the Astral Plane. You'll learn the Shield ability, which generates a rocky shield that protects you from damage.
How To Unlock Seize
To unlock the Seize ability, travel to the Research Sector and enter the Hypnosis Lab, connected to the Parapsychology area. Entering will start the 'A Captive Audience' quest. To access the floating Object of Power, you need to unlock the doors by entering a code in the computer terminal.
Go to the computer terminal and, if you look very carefully, you'll be able to see the combination hanging on the glass wall in the background. It's right next to the door into the office area.
Touching the X-Ray will send you into the Astral Plane. "Seize' gives you the ability to mind-control enemies -- complete the challenge to get the ability permanently. Unlock Evade, you can upgrade Seize, making your control duration longer.
To get this mod you need to throw 6 CRT monitors or TVs or whatever you want to call them into the FURNACE in the MAINTENANCE SECTOR. Below I've got the locations of all six:
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-STARTING FROM THE CONTROL POINT in VENTILATION:
TV 1 - On a shelf to the LEFT from the entrance to the FURNACE area.
TV 2 - In an alcove to the RIGHT of the entrance to the FURNACE area. The T.V. is behind a chain-link fence up there. The only way to actually grab it is to use HOVER and pull it through the small space between the fence and the ceiling.
TV 3 - Leave the FURNACE ROOM and exit the Control point room into the NSC POWER PLANT hallway with the giant pipes on the ceiling. Continue until you reach a small flight of stairs; Go up them, then turn left to find a door that leads to a small storage closet. The T.V. is on a shelf inside.
TV 4 - Now continue into the NSC POWER PLANT; the next TV is directly in front of you if you're entering from the direction of the FURNACE. You'll find in next to the Giant Pipe piece that's beside the railing.
TV 5 - Take the elevator down to the NSC COOLANT PIPES room, this T.V. isn't in the NSC POWER PLANT, it's in the COOLANT PIPES room. This one's pretty well hidden, you'll find it to the LEFT as you exit the elevator on a weird box.. vent thing, near the giant vertical pipe. If you're having trouble seeing it, just get on the railing and look at the elevator wall.
TV 6 - The last one is on TOP of the NSC POWER PLANT. It's at the apex of the entire structure; The only way to get up there is with the HOVER ability, so use it and abuse it.
1. Collect the 5 punch cards scattered around the environment
2. Find the 3 white boards. Those show the symbols you need to insert into the machines and the order they need to be put in, going from LEFT to RIGHT.
3. Find the numbers on the side of each punch card machine. Each one has a number going from 1 through 5. The machine with the "1" on it is the machine where you need to insert the LEFTMOST symbol on the white board.
There are 3 white boards around the HRA lab, and you'll need to use them to find the proper order to insert the punch cards. Any symbols that are crossed off in RED do not work. If there's a line or a pointer underneath a symbol, that's telling you to swap the order of the symbols they're pointing to, so the SECOND AND THIRD SYMBOLS on the white board need to be flipped, along with the FOURTH SYMBOL on the whiteboard closest to the HRA machine, which needs to be moved to the FIFTH spot.
In the video I've included an image showing the correct order you need to insert the punch cards, so if you're struggling, just use that!