الوسم: Puzzle

  • How to Complete the Battery Puzzle on Blue Gate in Arc Raiders

    How to Complete the Battery Puzzle on Blue Gate in Arc Raiders

    The quest to find earthquake-resistant housing details in Arc Raiders remains unresolved, as it appears the project was abruptly shut down without explanation, despite its significance and usefulness. This situation is confusing and frustrating.

    Shani and the other key members of Speranza are determined to uncover what happened to the project. The townspeople need this knowledge to build safer underground homes, since the surface remains too dangerous for the last survivors. Your next clue takes you to the Blue Gate, where you’ll investigate MANTIKOR’s involvement in the project’s cancellation.

    ### Where To Find The MANTIKOR Facilities

    To continue Shani’s investigation, go to the Blue Gate. Every step in this quest must be completed in one run; otherwise, it won’t count. You need to visit the underground facilities marked with the orange MANTIKOR logo. There are two ways to reach the Security Wing where the mission objective is: First, enter through the Outer Gates at the Checkpoint POI and go up the stairs; second, go to the Reinforced Reception located at the north end of the map and descend via ziplines and stairs.

    Getting close to the MANTIKOR facilities will trigger the quest objective. Keep in mind, the room you need to access differs from the Blue Gate Confiscation Room. Instead, it resembles the fuel-cell doors found in Stella Montis. To find it, head to the center of the Security Wing, where two ziplines lead up to Reinforced Reception, and look for the blue line painted on the floor.

    > There’s a room in the Security Wing that stays locked with a Door Blocker unless looted. Inside, you’ll find valuable items like a weapons crate, metal lockers, and possibly two security breach lockers, without requiring a key.

    Follow the painted line past several rooms, clearing out fireballs and pop rollers that approach from the long, broken-down hallway lined with arches and remnants of robots. Stop in a small, open space featuring a large shuttered door with an attached electrical box and a desk with multiple computers.

    This shutdown door is what the quest specifies. The remaining objectives are inside, but the door won’t open until you solve a puzzle in the surrounding area.

    ### How To Get Into The Locked Room

    To open the door, find three white, medium-sized batteries hidden at specific spots around the room—these are placed on battery holders. Collect them and carry each one back to the electrical box on the wall, then insert them to unlock the door.

    > Some players report issues with the batteries spawning or the electrical components not responding, even in confirmed locations. However, another player can open the door for you, and you can still access the rest of the quest without problems.

    There are a few known spawn points for the batteries:
    – One may appear in an alcove near the stairs leading down to the lowest underground floor, next to a wall marked with yellow graffiti and arrows pointing to machinery.
    – Another might be beneath the staircase that leads to the ziplines, on the wall with red graffiti indicating direction.

    Batteries are carried like fuel cells, so you’ll need to make multiple trips unless a teammate assists. Once all three are placed, the door opens, allowing you to proceed.

    > If the electrical box by the door isn’t highlighted in blue, the step might be bugged. This indicates a glitch, but another player can open the door for you, allowing you to complete your objective.

    ### Where To Get The Dusty Film Reel

    Inside the room, you’ll find various loot, but the next step involves the tape player located in the corner downstairs. Interact with it to play the tape and advance the quest.

    Next, move to the left side of the monitor wall, where you’ll find a film reel container that looks like a washing machine. Completing this puzzle is optional — you can do it any time you visit The Blue Gate while looting the area, which includes crates, drawers, and a weapons crate.

    Once you do this, you’ll receive the Dusty Film Reel, the item needed for the final step. Return to Speranza, speak with Shani, and complete the quest. As rewards, you’ll earn experience points, unlock the Warden color for the Patchwork Outfit, and gain 2,000 credits, in addition to the loot from the locked room.

  • How to Open the Puzzle Chest in Hubble Castle Using Completing and Solving in DQ7 Reimagined

    How to Open the Puzzle Chest in Hubble Castle Using Completing and Solving in DQ7 Reimagined

    “Dragon Quest 7 Reimagined” features complex puzzles, and one of the trickiest is the statue crossing puzzle found in the Grand Conjuratorium. This puzzle has confused many players since the game’s original release on PlayStation, but it’s actually quite straightforward once you understand the pattern.

    The key to solving this puzzle lies in walking through doorways in a specific sequence to reveal hidden platforms, which in turn unlock treasures. Interestingly, this same puzzle appears twice in the game: once in the Conjuratorium itself and again in Hubble Castle’s Water Tower. In both locations, following the same pattern will unlock a hidden chest or access a new area containing valuable items.

    If you’ve been struggling to figure out this riddle, here’s how to solve it:

    How to Solve the Statue Puzzle

    The only clue you get comes from a woman in a previous version of the game’s region. You’ll find her on the second floor of the Water Tower (located east once you enter the castle).

    Here’s a simple step-by-step guide:

    1. Stand underneath the statue on the left side of the room.
    2. Walk straight through the center of the room and exit through the east wall.
    3. Move around to the top outside of the room.
    4. Walk through the center again and exit through the bottom wall.

    By following this pattern in the Water Tower, you will open the chest in the middle of the room. When performed in the Grand Conjuratorium’s entrance hall, this same steps will lift a walkway to the stairs, granting access to a new area filled with more treasure.

    Extra Tip

    The secret area in the Grand Conjuratorium contains a tablet fragment and a statue. Speaking to the statue will grant you a more powerful version of The Great Leveller—an upgrade that becomes especially useful after completing the story events at Hubble, making the trip well worth it.

  • How to Complete the Hairpin Puzzle in Where Winds Meet

    How to Complete the Hairpin Puzzle in Where Winds Meet

    In the game “Where Winds Meet,” the city of Kaifeng offers endless activities like fireworks shows, riddles, wrestling matches, card games, and more. There are also many Lost Chapters for players to explore, including “Veiled Blades.”

    The “Veiled Blades” Lost Chapter gives a child’s perspective on the world, which can feel like imagining a different reality. Luckily, completing it rewards you well.

    Starting the Veiled Blades Lost Chapter

    The chapter begins near the west side of Kaifeng City, in the Prosperity Haven district, close to the Boundary Stone. Upon entering, you’ll see some people sitting at a table talking, which you can quietly listen in on by approaching and clicking the highlighted button. They discuss the Canglang martial arts manual, indicating it’s hidden at the nearby Zhao Pu residence.

    To go there, head east to the Zhao Pu residence, marked on the map after hearing about it. Enter through a wall opening—though it’s not straightforward—as a mysterious voice quickly confronts you, demanding you show yourself.

    Following Zhao around the estate

    You soon realize the voice belongs to Zhao Chengzong, the son of Zhao Pu, who mistakenly thinks you’re his assistant. He mentions the Canglang Manual and suggests you split its knowledge. Your first task is to find his “brother,” a cricket hiding under a nearby pile of rocks. After freeing him, Zhao and you head off to find clues about the manual.

    As you follow Zhao, he leads you to various spots. These places have unsettling clues like footprints and blood trails, but Zhao remains undisturbed—focused on solving the mystery.

    Stealthy follow

    Following Zhao and his uncle, you need to stay hidden without being detected by guards. After a brief conversation on a bridge, Zhao’s uncle asks you to follow him covertly. Use rooftops to stay out of sight, hopping to highlighted areas by pressing the interact button. Be careful not to fall or be seen; detection resets the follow sequence. Once you reach Zhao’s mother, you can approach him safely, and the search continues.

    Getting into the underground passage

    Later, you need to remain stealthy again while following Zhao through guard patrols. Use rooftops and highlighted sections to leap over structures, and pick up a key from a small room to unlock a door. Zhao then distracts guards so you can slip inside a building to find the secret entrance to the Canglang Manual.

    Finding the Throwing Star

    Inside, explore the area to gather items and clues, including love letters left out in the open. Your goal is to locate a Hidden Passage. Check the bookshelf in the left room — to the left on the shelf is a Throwing Star, and to the right is the hidden compartment. Place the Throwing Star in the puzzle slot and rotate it to match the indentation, revealing the secret door.

    Navigating the underground

    Once inside the secret tunnel, continue solving puzzles involving Throwing Stars and their variations. Search each room for objects, then place them into compartments to unlock further areas. One important item is the Hidden Weapon, located upstairs. Flip it as needed and insert it into the compartment to proceed.

    The hidden door opens when you coordinate Zhao with pulling a chain, allowing both of you to enter the final chamber. Inside, find chains and levers to open new passages, guiding you through the last parts of the tunnel.

    Opening the Contraption Tower

    In the room with the Contraption Tower, locate three Hairpins around the area, each inside locked sections or on shelves. Use Zhao to climb through holes or open gates to retrieve each one. Once gathered, place the Hairpins into the tower’s corners. You can then transform the Hairpins into a Hidden Weapon, then into a Throwing Star, fitting them into the designed indentations through rotation and flipping.

    Completing the Contraption Tower puzzle opens a chest containing the Canglang Manual, which grants the Riptide Reflex Inner Technique. Afterward, back out with Zhao, speak briefly with his mother, and the mystery is confirmed—you might have already guessed the outcome during your journey.

  • Solving the Half-Baked Gestral Seesaw Puzzle in Clair Obscur: Expedition 33

    Solving the Half-Baked Gestral Seesaw Puzzle in Clair Obscur: Expedition 33

    Clair Obscur: Expedition 33 has a lot happening. Deep within this painted world, you’ll see humanity on the verge of destruction, a fractured land, and terrifying monsters that seem designed only to destroy the survivors.

    Meanwhile, Verso’s Drafts is a place filled with pure fun and wild imagination. It’s a bright, colorful area crowded with enemies that look like they could have only been created by someone with an incredibly sweet tooth. Many Gestrals are here, eager to play games with you, including a friendly seesaw game.

    Where to Find the Seesaw Minigame

    If you’ve explored Verso’s Drafts, you’ve probably come across the diving board with the red ring. If you’re tired of that, there’s a more relaxed mini-game just a short walk away. From the water area with the rings, head further south, down one more hill. You’ll spot several Gestrals playing around, including some on various seesaws. One of them is sitting alone on a seesaw, happily asking you to join in.

    How to Win the Seesaw Mini-Game

    After agreeing to play with this little Gestral, you’ll enter a combat event. Unlike most of these mini-games, there’s no need to parry here—because a seesaw simply won’t move like that. As the match starts, the Gestral jumps into the air, and a symbol appears telling you to jump to dodge its attack. Usually, the jumps are generous enough to avoid hits, but you need to be precise. Instead of jumping exactly when the symbol appears, try jumping just before the Gestral lands. This way, you’ll land on the seesaw just as it’s rising, pushing it down and sending the Gestral flying back into the air. You’ll need to do this about three or four times to win.

    Once you succeed, the Gestral will thank you and reward you with a new Pictos called Empowering Jumps. This boost increases the damage of Counter attacks by 100% for every successful Jump Counter during that turn.

  • Where to Find the Toy Pirate Ship in Clair Obscur: Solving Expedition 33

    Where to Find the Toy Pirate Ship in Clair Obscur: Solving Expedition 33

    Like all artworks, Clair Obscur: Expedition 33 has many layers. It reflects the feelings and stories of its creator. When you look beneath the paint, you see clues about how it was made and the emotions poured into it.

    This art can feel very deep and serious, but it can also be fun and playful. That’s exactly what Verso’s Drafts are about. In the background area of the canvas, you’ll find many Gestrals playing and having fun. Some are a little mischievous too—one even lost their pirate ship in a tidal wave by the waterfall.

    Learning About The Missing Pirate Ship

    Many of the Gestrals in Verso’s Drafts tend to stay close together in a few spots. You can find this group of pretend pirates south of the diving board mini-game, near the seesaw mini-game as well. They are two small Gestrals and one larger one, huddled in the water near dry land.

    When you talk to them, they say they’re on a treasure hunt. But in reality, it’s more like a rescue mission. They were playing with their toy pirate ship, and because the big Gestral didn’t realize how strong they were, they made big waves. These waves caused the ship to go flying down the water—and it’s now lost to the Gestrals.

    Finding The Missing Pirate Ship

    After chatting with the Gestrals, even though they don’t know where the pirate ship is, they give an important clue: the ship fell down the waterfall after being caught by the waves.

    There is another waterfall just south of that spot. Follow it and step down into the shallow pool of water in front of it. You won’t find the ship there—unless you look behind the waterfall.

    Behind the waterfall, you might spot some hidden items. Every game has a secret cave behind a waterfall, and Clair Obscur’s version is in Verso’s Drafts. The toy pirate ship is quite large, so once you enter the cave, you won’t miss it.

    After you retrieve the ship, go back to the Gestrals. They’ll be thrilled and will reward you with a piece of birthday cake.

  • How to Solve the Buried City Button Puzzle in Arc Raiders

    How to Solve the Buried City Button Puzzle in Arc Raiders

    Arc Raiders offers many challenges, but the Buried City button puzzle feels like the developers aimed to test your patience intentionally. At first glance, the red button in front of a mysterious door seems harmless, but it quickly turns into a map-wide test of coordination. This isn’t a puzzle you can brute-force or casually stroll through between fights.

    Distances are significant, mistakes are immediately punished, and the game provides no mercy if you slip up. If you’ve been staring at that door, wondering how to open it, this guide will explain what’s happening, what you need to do, and how to approach the puzzle without losing your mind.

    ### How to Complete the Buried City Button Puzzle

    The puzzle involves activating 15 red buttons scattered across the map in a specific order. These buttons are placed far apart, sometimes over 500 meters between them. The process is slow and unforgiving. Pressing just one button out of sequence instantly resets the entire pattern.

    > Tip: Speed is essential. Bringing items like Adrenaline and Ziplines can help you move faster, reducing the chance of error.

    While it’s technically possible to do this alone, it’s much easier with two or three players. Coordinating with others allows each person to handle specific buttons, taking turns, and maintaining clear communication. Precise callouts are crucial—without them, it’s easy to forget the sequence and cause a reset.

    > Caution: Anyone can interact with the buttons. If another player, or even a random teammate, presses a button out of order, the sequence resets immediately.

    Below are detailed descriptions and locations of each button.

    —

    ### Button 1: Plaza Rosa Attic
    Inside one of the leftmost buildings in Plaza Rosa, go to the second floor. Find the room with the distinctive green kitchen. The red button is next to the floral armchair along the wall.

    —

    ### Button 2: Galleria (Lower Level)
    On the map’s southern end inside the Galleria, at the very bottom of the interior. From the roof, slide down the yellow rope, turn left immediately, then follow the narrow corridor. The button is against the wall between some metal shelves.

    —

    ### Button 3: Warehouse Rooftop (Rear Side)
    Climb onto the Warehouse roof via the yellow ladder on the west side. Near the skylights at the back wall, between two ventilation units, is the hidden button—a space that’s easy to overlook.

    —

    ### Button 4: Marano Park Shop
    Inside the small, gray standalone shop in Marano Park, surrounded by trees, the button is on the interior wall. It’s one of the more straightforward buttons to find.

    —

    ### Button 5: Grandioso Apartments (South Building, Top Floor)
    Head into the southern Grandioso Apartments. Go to the highest interior level, then step out onto the balcony. Inside again, behind a patterned couch, is the hidden button.

    —

    ### Button 6: Piazza Arbusto Tower
    On the outside wall of the tall blue tower in Piazza Arbusto, carefully walk along the narrow ledge to reach it. The tower’s a short climb from the building near the bridge.

    —

    ### Button 7: Library Bus
    Near the library, look for the parked bus—the same one that sometimes contains a weapon case. Enter the bus and find the button on the interior walls.

    —

    ### Button 8: Town Hall Adjacent Building
    Enter the building to the left of Town Hall and go upstairs to the top floor. Inside a purple bedroom, check behind the bed on the back wall for the button.

    —

    ### Button 9: Buried Properties (Raider Depot South)
    South of the Raider Depot, find a crumbled yellow-flagged building with a small yellow vehicle inside. The button is embedded in the ruins near the vehicle.

    —

    ### Button 10: Hospital Stairwell
    In the hospital, go to the main stairwell and descend to the basement by the metro entrance. The button is under the stairs, behind the yellow caution signs.

    —

    ### Button 11: Collapsed Bridge Structure
    On the Abandoned Highway, locate the broken, collapsed section of the bridge leaning against a building. Use the yellow zipline to reach the wreckage, then search beneath the bridge for the button in the rubble.

    —

    ### Button 12: Church Ruins
    At the Church Ruins, head to the bottom-left group of buried structures. The button is on a roof next to a chimney, surrounded by trees.

    —

    ### Button 13: Santa Maria Attic
    Within the Santa Maria housing compound, climb onto the roof of the far-left house via the skylight. Inside the attic, behind some furniture on the interior wall, is the button.

    > Note: If you see a Security Breach Container here, you are in the wrong attic. Exit and check the roofline for the correct space.

    —

    ### Button 14: Piazza Roma Tower
    Inside the beige brick tower near Piazza Roma, climbing the floors carefully will reveal the button mounted on the corner of an internal wall—look near a tall tree and a streetlamp outside.

    —

    ### Button 15: Building Near the Red Tower (Final Button)
    This last one is inside a building with green shutters just north of Red Tower. Enter from the north side and check the first floor next to the stairs. Pressing this final button opens the door in Buried City.

    —

    ### Rewards for Solving the Puzzle

    Once you press the last button, the locked door in Buried City will open, fireworks will explode, and you’ll gain access to a room full of loot. Inside, you’ll find items like guitars, recorders, shakers, and candle holders.

    > Note: Guitars and Shakers in this room are exclusive rewards for completing the puzzle successfully.

  • Completing the Tower Generator Puzzle in Metroid Prime 4: Beyond

    Completing the Tower Generator Puzzle in Metroid Prime 4: Beyond

    Playing a Metroid Prime game usually involves solving puzzles that make you stop and think about whether you’re using the right tools or if you need to find a new ability first. Metroid Prime 4: Beyond still has plenty of those moments, even in its more straightforward level design.

    You’ll visit Volt Forge multiple times during the game. The first time, you have to restore power to all of its generators. The forge is currently running on backup power, and it needs a lot of energy to start making Vi-O-La bikes again. But it’s not just a matter of flipping a switch; it’s more complicated than that.

    ### Activating the First Tower Generator

    Before moving on to any other tower in Volt Forge, you need to get the first tower’s power running. The journey involves careful navigation and battling Psy-bots along the way.

    At the bottom of the area, you’ll find Tower 1 Generator. It’s straightforward to start up. Your goal is to reach the generator at the end of the long structure in front of you. To get there, you first need to open the entrance so you can fit inside with the Morph Ball.

    On both sides of the entrance, there are anchors holding the passage closed. To open it, switch to Morph Ball, hop into the Bomb Slot, and drop a Psychic Bomb. Do the same on the other side. Once both are triggered, the tunnel into the generator will open.

    Tip: In Morph Ball mode, you can perform a jump called Spring Ball, which lets you jump directly into Bomb Slots and place Psychic Bombs in the air.

    Now, roll to the end of the tunnel and activate another Bomb Slot. This will power up the generator, causing shocks to run along its tunnel. You need to escape quickly—there are small alcoves along the tunnel that you can enter to avoid electric shocks as you leave.

    With the first generator online, you can now access Vi-O-La and head to Tower 2 to activate its generator.

    ### Activating the Second Tower Generator

    After heading to Tower 2 with Vi-O-La, descend back down to a room very similar to the first generator room. In the middle is a long tunnel leading to the generator, with anchors holding it closed on both sides.

    This time, the left anchor cannot be reached while in Morph Ball mode, though it has a Bomb Slot that needs activating. You should activate the Bomb Slot on the right first, then return to the left one later.

    Remember, if you hold the Psychic Bomb button in Morph Ball, you transform the psychic bomb into a Psychic Mote that you can pick up. Drop a Psychic Bomb, go into the Psychic Visor, then pick up the bomb. When ready, release it toward the Bomb Slot—it will fly in and explode, activating the door as if you dropped the bomb directly into the slot.

    Proceed to the end of the tunnel and place a Psychic Bomb in the Bomb Slot to activate the second generator. The tunnel will again be filled with electric shocks, which happen more frequently this time, so make sure to jump into alcoves to avoid getting shocked.

    Note: If you get shocked, you’ll be pushed a small distance backward. Brute-force methods may be less effective because of this, so timing and careful movement are better.

    After activating the second generator, you’ll be forced into a mini-boss fight against the MCU Flight Drone. The core of this fight is similar to other boss encounters: use the Control Beam to target and disable all three weak points at the same time. For more detailed strategies, check out the full boss guide.

  • How to Complete the Yin-Yang Puzzle in Where Winds Meet

    How to Complete the Yin-Yang Puzzle in Where Winds Meet

    Exploring the fantasy world of Wuxia, Where Winds Meet combines heroic philosophies with over-the-top action, humorous moments, and moves that seem to defy gravity. Sometimes, all these themes come together in one quest, like the Cries In The Distance Lost Chapter.

    In this quest, you hear a familiar voice calling from far away. Finding the source only leads to more questions, puzzles, and tough bosses—each piece representing parts of the game’s story. Every element in this quest is a puzzle, so here’s a guide to help you solve them.

    How to Start the Cries In The Distance Quest

    If you’re near the Peace Bell Tower in the Moonveil Mountain area of Qinghe, you might be there to fix the Bell of Demoncalm. But once you arrive, you’ll hear cries for help nearby. Use the game’s UI prompts to follow the sounds, leading you to a hidden cellar door in a small alcove slightly down the mountain.

    Enter through this door to officially begin the quest. Talk to Feng Jisheng, who is trapped behind another wall. Follow his instructions to burn the branches on the opposite wall. Doing this will reveal a button you can step on, opening the trapped wall and activating a complex yin-yang puzzle.

    Solving The Yin-Yang Puzzle

    The central symbol in the room rises up now. Both it and four statues around it can be rotated, but what’s the goal? Feng explains that the yin-yang is meant to balance Earth, Heaven, Fire, and Water. Earth and Heaven should work together, while Fire and Water oppose each other.

    Your goal is to flip this balance: allow Fire and Water to harmonize, and have Earth and Heaven oppose each other. This means positioning the statues so that Heaven and Earth face away from each other, and Fire and Water face each other.

    If you’re unsure which statue is which, look at the symbols in the image when examining the yin-yang. The symbols match the four main directions: Heaven and Earth are north and south, while Fire and Water are east and west. Lines on the image and ground help you align everything more easily.

    When you move one statue, sometimes the opposite one moves too. If that happens, rotate the yin-yang symbol in the middle to unlock independent movement. The final step is to have Fire and Water face each other, both looking towards the center where two circles are located inside the yin-yang.

    Next, rotate the yin-yang again so the Heaven and Earth statues face away from each other. When done correctly, mist will flow into the center from all four statues, causing the yin-yang symbol to descend and reveal a hidden room below.

    Tip: If this seems complicated, simply align the statues as shown in the reference image to solve the puzzle more easily.

    Exploring Tian Ying’s Dwelling

    After descending, you’ll enter the room where Tian Ying studied Tai Chi and developed new techniques. Your task is to examine everything—it’s all glowing and easy to find. Interact with each item to gather lore, character details, and clues about Tian Ying’s whereabouts and research.

    Once done, head to a hidden wall with Feng behind it. Use the jade piece you found earlier to unlock this secret door and move into the next chamber.

    Defeating The Thick-Skinned Albino Bear

    Progressing further, you’ll find yourself in an arena where a giant bear appears—a Thick-Skinned Albino. Feng notes its thick hide, telling you that normal attacks might be useless, and he’s right.

    But Tian Ying wanted to learn Tai Chi… and where did you first learn Tai Chi? That’s correct: from a bear. Around the area, there are three stone piles. The bear will lose one-third of its health each time you toss it into these piles. To do this, use Tai Chi to grab the bear and throw it onto a pile.

    Tip: Aim roughly at the stones and face in their direction when tossing. This helps ensure the bear lands exactly on the piles before it moves away.

    Once defeated, collect the contents from the two smaller chests. Then, interact with the large chest to finish the quest. And just like that, the mission is complete.

  • Completing the Switch Puzzle in On The Trail of the Traitor – Outer Worlds 2

    Completing the Switch Puzzle in On The Trail of the Traitor – Outer Worlds 2

    Most of the main quests in The Outer Worlds 2 are quite large, covering the entire area where they take place. This gives you many opportunities to approach the quests in different ways. It also means there are many smaller quests within each region. One example of this is the quest called On The Trail Of A Traitor.

    When you land on Golden Ridge, you automatically receive this quest. It includes the major tasks within this area, all of which lead back to the main story’s final event. The most important part of this quest is at the very end, when you go through Alexandra Monastery and confront one of Augustine’s co-conspirators.

    Meeting Abbot Newell

    Your first step is to head to Matriarch’s Mercy, a settlement under the giant statue of the Matriarch that supports the Alexandra Monastery. It’s currently a refugee camp for those displaced by ongoing wars in Arcadia. The Order seems unsure how to properly care for refugees.

    Inside the main building, you meet many members of the Order. Near the stairs by the elevator, you find Abbot Newell and Seer Wiley, his close friend. You can speak with both, but Abbot Newell is the one who will give you your tasks in the region. His main assignments are to investigate Zyranium Manufactory VII—trying to find out why a missile was launched at Auntie’s Choice during a ceasefire—and to visit the N-ray Range to talk with Victor, a co-conspirator of Augustine de Vries.

    The Abbott will also ask you to deliver a peace message to the commander at Outpost Opportunity. This isn’t directly connected to the main story but is a side task.

    Investigating Zyranium Manufactory VII

    Since it’s close to Matriarch’s Mercy, your first goal is to visit Zyranium Manufactory VII, which starts a larger quest called Beginning At The Endpoint. In this mission, you need to examine the facility for Svoboda, who is under suspicion for wrongdoing. She has locked herself away, claiming innocence.

    In short, your task is to investigate areas that Alva requests and bring back any relevant information. To do this effectively, you need certain Skills and Traits, like Observation or Science, or traits like Dumb to get more concrete evidence. The more facts you gather, the more it looks like Alva is being framed.

    After collecting enough evidence, Alva reveals herself to be Marisol, known within the Order as The Endpoint — a deadly assassin tasked with eliminating anyone who interferes with the Universal Equation. She then tries to kill Svoboda. You can attempt to stop her, but it’s optional and doesn’t change the main outcome. Marisol will then ask to join your party, and you can continue on to the next task.

    Investigating The N-Ray Range

    Your next move is to the N-Ray Range, where Victor Clemens has been hiding. Since he’s a co-conspirator of Augustine, he’s your best lead for finding her and understanding her plans. Be sure to stop at the Decommissioned Autonomous Extractorium along the way to pick up Aza, who will later get her own companion quest, which you can complete during your mission here.

    In the N-Ray Range, you’ll start a side quest called Discrete Mathematics, which explains this area in more detail. Once inside, your goal is to locate the N-Ray Scanner. This device helps detect enemies that are out of phase and invisible, as well as other traps and power lines in the area.

    Bring Marisol with you for this part, as she can help persuade Victor when you meet him. If you’ve read his terminal before talking to him, you’ll have an advantage in negotiations. Using a Speech check of five can also make him more likely to surrender, especially if you brought evidence and Aza with you.

    After he defies you and stands down, ask for his keycard. This allows access to his secret room, where you learn that Seer Wiley was another traitor who has taken control of the Alexandra Monastery.

    Learning The Abbott’s Secret

    Before entering the monastery, you need to have a final talk with Abbott Newell. He’s hiding a secret and refuses to tell you unless you use the right combination of information, speech, and leadership skills.

    Here’s what you need to do:

    • Find the first piece of info on Svoboda’s terminal in her office at Zyranium Manufactory VII.
    • Find the second piece of info on Victor Clemens’ terminal just before meeting him.
    • Speak to the Abbott after Wiley takes control of the monastery.
    • Have a Speech or Leadership skill of at least three.

    If successful, the Abbott confesses he lost confidence in Wiley and was secretly undermining him. This makes it easier to convince Wiley to stand down. Wanting to discover his secret will also make it possible to get him to admit his guilt later if he refused to share it initially.

    Alexandra Monastery

    Once you arrive at the monastery, there’s a lot to explore, including another quest called Imprisoned By The Riddles Of Reality, involving locating some books for the Anchorites and choosing a philosophical stance.

    If you lack the Hack skill, you can take a book from two monks that enables you to redirect power to the main doors, which is useful because enemies are plentiful, often supported by floating healing orbs. Prioritize destroying these orbs to prevent healing.

    Should You Save the Hostages?

    Later, Seer Wiley gives you a choice: let the hostages die or save them. Saving them will give Wiley enough time to carry out his plan, while letting them die ends his efforts early. The whole hostage rescue takes no extra time—the effort is a straightforward decision.

    If you save the hostages, Wiley will succeed in his plan. If you let them die, you stop him before he completes his task. The consequence is minor: Wiley will deploy many Automechs in the next mission, which can even be an advantage if you have a high Hack skill.

    To save the hostages, solve a simple puzzle involving activating mechanisms to drop a ball into a final slot. Follow the ball and pull the corresponding levers as it passes through obstacles, using the N-ray Scanner to guide you. Once the ball drops into the final area, a chest unlocks. Use the retrieved side keycard on the machine in the hostage room to save them.

    As a reward, you’ll get a new loading screen art celebrating your rescue.

    Dealing With Wiley

    Finally, you confront Wiley in a courtyard filled with enemies. Defeat them and ring the bells in the two towers to open the monastery’s final area. Inside, there’s a side puzzle and a special weapon called the Oracle.

    To resolve the final encounter, you can try to persuade Wiley to stand down. This works best if you’ve shared the Abbott’s secret beforehand and have Marisol’s help. Passing a Speech check will see Wiley willingly surrender, allowing you to take control of the terminal connected to de Vries.

    If negotiation fails, you’ll face a tough fight. Wiley will summon reinforcements, and the central tower acts as a healing point for him, making him nearly invincible until it’s destroyed. Use cover around the outer ring to avoid his attacks and focus on eliminating his support soldiers first.

    A bug may allow you to sneak attack Wiley at the start if you reload the autosave immediately after entering. After defeating him, you can interact with the terminal again, take the codes, and send a message to de Vries.

  • How to Solve the Red Room Puzzle in Arc Raiders

    How to Solve the Red Room Puzzle in Arc Raiders

    In Arc Raiders, there are many secrets, puzzles, and activities players can complete to earn rare loot. Most of these puzzles are pretty simple to solve on paper. However, because other Raiders may be around, there’s a good chance you’ll have to fight for your gear.

    One of the most dangerous and conflict-filled puzzles is the Red Room, located on The Blue Gate map. Here’s what you need to know about finding, completing, and surviving this tricky puzzle.

    Where to Find the Red Room Puzzle

    The Red Room puzzle is in the tunnels underneath the Reinforced Reception area. It’s located in the northern part of the map. To get there, head to Reinforced Reception and go inside the large stone building. Take the zipline down to the lower level, then follow the thick blue line on the floor through the door on your left.

    Eventually, you’ll reach a hallway with a big metal door on your right. Next to it is a battery deposit station. This is the entrance to the Red Room puzzle. The Red Room’s location won’t change, so it’s easy to find, but it also means other players often wait here for ambushes.

    Enemies you can expect to encounter in the tunnels include Ticks, Fireballs, and Pops.

    How to Complete the Red Room Puzzle

    To open the Red Room door, you need to deliver three batteries to the deposit station beside the door. The batteries aren’t far away. They spawn in specific spots, identified by a machine with three red lights that you can interact with. Carrying the batteries will disable your weapon and make moving harder, so be cautious.

    There are two main places where batteries can spawn:

    • From the room you entered via the zipline, turn right and find the battery machine under the yellow graffiti.
    • Alternatively, from the same entry point, go along the wall under the staircase marked with red graffiti.

    Once you grab a battery, carry it to the deposit station near the Red Room entrance and place it there. Doing this three times will activate the door switch, allowing entry. Keep in mind, while carrying batteries, you are vulnerable. Watch out for other Raiders who might try to ambush you.

    Important Tips

    The Red Room door can only be opened from the outside. This means someone could lock you inside while you’re looting. If you’re playing alone or don’t trust others, sprint in quickly and grab loot before someone can trap you. Being stuck there with no way out can be a big problem, especially if you’re carrying valuable gear.

    Once inside the Red Room, you can loot freely. The room is filled with containers containing high-tier gear, weapons, blueprints, Epic materials, and more. There’s also a guaranteed weapon case. While completing this puzzle is worth the effort, stay alert to avoid getting trapped or ambushed.

  • How to Solve the Ancient Fort Battery Puzzle in Arc Raiders

    How to Solve the Ancient Fort Battery Puzzle in Arc Raiders

    If you want to improve your gear during a raid in Arc Raiders, head over to The Blue Gate map. This is currently the toughest map available and offers a challenging endgame experience with many ARC enemies and rough terrain. It also includes several small puzzles that reward you with loot once solved.

    One of these puzzles is found at the Ancient Fort. It involves locating three hidden batteries to open a locked cellar door. While it sounds straightforward, finding the batteries can be tricky if you’re unsure where to look. Here’s what you need to know to complete this puzzle quickly and get some good loot.

    Where to Find the Ancient Fort Puzzle

    The puzzle is at the Ancient Fort point on The Blue Gate map. To find it, go to the southeastern part of the map and identify a large stone structure. On the eastern side of this fort, you’ll see a cellar door that’s locked, with three cables extending from it. This door is where the loot is stored, so keep this location in mind while exploring.

    Ancient Fort is fairly remote, so you might not encounter many ARC enemies outside of Wasps, Hornets, and Snitches. Additionally, in the town just northwest of the fort, a Leaper or a Bombadeer can spawn, so keep your distance from those.

    How to Complete the Ancient Fort Puzzle

    To unlock the cellar, you need to find three batteries and carry each to a different electrical box. The batteries are roughly the size of the typical Field Crates and can’t be stored in your inventory. Carrying a battery will slow you down significantly, cause you to holster your weapons, and drain stamina quickly if you try to run with it.

    You will need to bring each battery to its corresponding electrical box, which are always in the same spots:

    • Along the southernmost wall of the fort.
    • On the second floor of the tower inside the fort.
    • On the second floor on the northern side of the fort.

    These electrical boxes are easy to identify because they glow bright blue when you’re near with a battery, and they open at an angle.

    Tip: If you’re having trouble locating a box, follow the cables coming from the cellar.

    All Battery Locations in Ancient Fort

    The batteries are scattered around and inside the fort. Their spawn points are usually marked by a wooden pallet on the ground—this is a good visual cue, although the pallet remains even if no battery spawns there. In total, there are about twelve potential spawn locations for batteries, but only three will be present at a time. Keep a close eye on each location.

    You will find batteries in the following spots:

    • Along the southwestern road that curves around the fort.
    • Inside the ruined house northwest of the fort, just before the town. Usually on top of the generator.
    • In the northern, ruined house between the fort and the town, near the old, collapsed building.
    • Inside the fort, beneath the southern wall, in a room with containers that can be broken.
    • Inside the tower’s second floor on the north side.
    • Behind the rusted, white car southwest of the fort.
    • At the top of the tower in the fort.
    • Inside the house southeast of the fort, on the generator.
    • Inside the destroyed house east of the fort, among satellite dishes.
    • In the ruined building southwest of the fort, near the old vehicle.
    • Inside the fort’s southern room with breachable containers.
    • At the final spawn point directly west of the fort inside a ruined structure.

    Note: Only three batteries will spawn each time, but these locations are consistent, making it easier to check each spot systematically.

    Looting the Basement

    After placing all three batteries in their respective boxes, the cellar door will unlock. Descend the ladder into the basement where you’ll find a weapon case and various electrical and medical items. Keep an eye on the computers; advanced electrical components often spawn there. Be cautious, as the basement has only one entrance, and enemies waiting outside might surprise you. Clear the area before looting to maximize your safety and rewards.

  • How to Complete the Grey Labyrinth Door Puzzle in Slime Rancher 2

    How to Complete the Grey Labyrinth Door Puzzle in Slime Rancher 2

    Discovering Rainbow Island in Slime Rancher 2 offers many exciting surprises. You’ll learn about the island’s mysteries and gather dozens of unique slimes to mix into new Largos. One prime location to find slimes is the Grey Labyrinth, if you can locate it.

    Unlocking this late-game area takes patience, time, and a good understanding of slime behaviors. Here’s everything you need to unlock the Grey Labyrinth doors. Stay alert once you’re inside, as much of what’s hidden remains just out of reach until now.

    Where to Find the Grey Labyrinth Entrance

    You won’t discover the Grey Labyrinth unless you’ve been reading the various G.G. logs found on the fallen Quantum Drones scattered around Rainbow Island. Its secret doors are buried in caves behind Gordo slimes in both the Starlight Strand and Ember Valley.

    In Ember Valley, you must feed the Boom Gordo slime about 50 different types of meat to make it burst. When it explodes, it releases 12 smaller Boom Slimes, revealing an entrance to the cave behind it—an entry to the Grey Labyrinth.

    In the Starlight Strand, gather roughly 30 Nectar from around the Flutter Slimes’ habitat. Feed this Nectar to the nearby large Flutter Gordo slime at the crumbling wall, causing it to explode into a dozen smaller Flutter Slimes. Drop through the hole and continue forward to find the second entrance to the Grey Labyrinth.

    Both entrances are blocked by a mechanism that’s interrupted. To open them, you need to repair the connection. But how?

    How to Open the Grey Labyrinth Doors

    Head back to the Conservatory and check the Comm Station often. Focus on talking to Vikor, as he’s been speaking with someone who knows about the Grey Labyrinth. After a few chats, Vikor will give you the blueprints for the Radiant Projector. You’ll need to craft four of these to open both doors.

    Gather these materials to build the projectors in the lab beneath the Conservatory:

    – 2,000 Newbucks
    – 40 Hunter Plorts
    – 40 Boom Plorts
    – 20 Silky Sand
    – 20 Lava Dust

    Once you’ve made all four Radiant Projectors, go to the Grey Labyrinth door and open the editing menu. Place the first projector near the golden slime light along the wall; aim its beam toward the other side of the room where the second projector will go.

    Use the second projector to angle the beam at the triangle-shaped buttons located by the door. This puzzle solution unlocks the portal to the Grey Labyrinth. It’s best to return to the Conservatory afterward to deposit any items in your Vac Tanks.

    You might also want to craft extra Refinery Hubs or portals before heading in. These additions can help you access areas that are only available at certain times or make it easier to return quickly since the Grey Labyrinth is a vast, separate map, larger than Rainbow Island itself.

  • Where To Find Every Simple Key and Its Lock in Silksong

    Where To Find Every Simple Key and Its Lock in Silksong

    If you’ve been playing Hollow Knight: Silksong for a while, you probably already know that the game hides more secrets than you might think. Some of these are just hidden paths behind breakable walls, while others are areas you can’t reach yet because you lack certain abilities or a key.

    Throughout the map, you’ll find some areas locked with simple locks. Each of these can be opened with a Simple Key, of which there are four around Pharloom. Here’s how to find each one.

    Where to Find Every Simple Key

    Simple Keys have a rusty appearance with three bronze rings arranged in a triangle at the top. Here’s how to get all of them:

    Simple Key Location One

    This key is available early on. You can find it by crossing the Moss Grotto area. After leaving the green lands, you’ll arrive in a settlement called Bone Bottom, where you can talk to a vendor named Pebb.
    Pebb sells a Simple Key for 500 Rosaries. In the early game, you’ll need to farm pilgrims in The Marrow to gather enough Rosaries, but you won’t need this key for a while.

    Simple Key Location Two

    The second key is in the Sinner’s Road area, accessible via the top middle of Greymoor. If you’ve already reached this zone, you can take a shortcut elevator from Halfway Home.
    Once in Sinner’s Road, head straight to the right in the first room, then climb straight up. It’s easier if you have Clawline and Faydown Cloak abilities.
    You can also grab the map for Sinner’s Road from Shakra nearby. When you reach the top, choose the right path to find the key on a body.

    Simple Key Location Three

    This key is in the Sands of Karak area, above Blasted Steps. You need the Clawline ability to access this spot, with Faydown Cloak recommended.
    Move to the far left of Blasted Steps until you see a conch icon on the map. Clawline your way to the top left and enter the sands.
    Inside, climb up and navigate through two large rooms filled with mobs and platforms you can create by hitting orb objects. After passing these rooms, you’ll find a bench with a pilgrim’s body nearby.
    Defeat the mob guarding the body, then loot the key from its corpse.

    Simple Key Location Four

    The last Simple Key is in the Songclave area of the Choral Chambers, once you activate the First Shrine. Activating this unlocks a new wishboard, including a wish for the Wandering Merchant, Jubilana.
    You can buy this key from Jubilana for 650 Rosaries. To farm Rosaries efficiently, go to the top left exit of Songclave and fight Reed guards around the Cogwork Dancers.


    Where to Use the Simple Keys and What You Get

    Once you’ve collected the keys, here are the locations and rewards for each locked area:

    Simple Lock Location One

    Early in the game, you’ll encounter your first lock in the Deep Docks area, shortly after beating The Marrow. To reach it, head right while falling down through exits, then jump over a small gap to find the door.
    If you’ve already explored Deep Docks, the lock is just below the blacksmith vendor in the area, giving early access to sections that are normally accessible only through Far Fields. Keep in mind, this area is tough and not recommended during the early game.
    Opening this lock grants access to items like Craftmetal, Flea, and Spool Fragments.

    Simple Lock Location Two

    The second lock is in Wormways. You find it by progressing through the map, starting from the Shellwood Bellway and jumping down the hole at the left of Blasted Steps. Stick to the left wall after the jump to find Wormways.
    Inside, follow the path down and left until reaching a large room with metal platforms—then go through a small gap to find the door. Opening it grants access to items such as the Sharpdart Silk Skill, the Alchemist’s Assistant wish, the Memory Locket, and the Wandering Crest in Bone Bottom.

    Simple Lock Location Three

    The third lock is in Sinner’s Road, near where you found the second key. After entering the biome, go right from the first room; you’ll see a green NPC above the entrance to the next room.
    To reach the lock that cages the Green Prince, climb around the area. While freeing Green Prince doesn’t be useful early on, it unlocks access to Verdania later in the game after reaching Act Three.

    Simple Lock Location Four

    The final lock is in the High Halls biome. It’s easy to spot at the very end of the biome, accessible after passing a room with a bench and Ventrica on the left.
    Head further left to find a locked room on a small platform. Enter this room, then break the ceiling above and go around to a chamber filled with Rosaries. After defeating the enemies here, jump out through the bottom exit to reach the hidden chambers below where the Rosary Cannon tool is located.


    Where to Find Every Simple Lock

    Here’s where each lock is located and what they unlock:

    Simple Lock Location One

    In Deep Docks, shortly after beating The Marrow, reach the door by moving right and jumping down. If you’ve previously explored Deep Docks, the lock is just below the blacksmith vendor.
    Opening it gives access to areas with items like Craftmetal, Flea, and Spool Fragments. Using this key early can provide shortcuts and resources but may be better saved for more rewarding areas later.

    Simple Lock Location Two

    In Wormways, progress through the Biome by taking the Shellwood Bellway and jumping down the earliest hole on the left of Blasted Steps. Follow the path downwards to a big room with platforms and a door on the left.
    Unlocking this door allows entry to Wormways, where you can find items like the Sharpdart Silk, the Alchemist’s Assistant wish, and the Memory Locket.

    Simple Lock Location Three

    In Sinner’s Road, right after finding the second key, head right through the biome. Reach the area where the Green Prince is caged.
    The lock is nearby, and opening it helps you unlock access to Verdania in late game.

    Simple Lock Location Four

    In the High Halls, at the far end of the biome, you’ll find the lock on a small platform. After passing the Rosary-filled chamber, jump out of the bottom to find the chamber below with the Rosary Cannon.
    This lock is quite visible if you’ve completed the area, and opening it reveals a powerful tool along with Rosaries to collect.

  • All You Can Do at the Hokora in Silent Hill F: Completing & Solving

    All You Can Do at the Hokora in Silent Hill F: Completing & Solving

    Moving away from the quiet, touristy town of Silent Hill, Silent Hill f introduces us to the rural community of Ebisugaoka in Japan during the 1960s, shortly after the post-war economic boom has ended. This town sits on the border of modern progress and traditional customs, with many residents holding onto their religious beliefs and rejecting the advances of modern medicine and technology.

    This cultural clash is reflected in the gameplay, which heavily relies on local religious practices. Even basic actions like saving your game are performed at small shrines called Hokora. These shrines serve multiple functions beyond saving, and players should definitely take advantage of what they offer.

    What Is The Hokora?

    The Hokora is more than just a save point. It functions as your hub for managing your inventory, making offerings to increase Faith, and improving your abilities. When you visit a Hokora, you can save your progress, which is important for survival, especially on higher difficulty levels.

    Additionally, the Hokora lets you increase your Faith, expand your inventory slots, and make offerings that boost your stats. Given that autosaves are frequent, it’s recommended to visit a Hokora whenever possible—not just for saving but also to strengthen your character for upcoming battles.

    Functions of the Hokora

    The Hokora provides six main options most of the time, depending on the difficulty setting. Here are each of them and what they do:

    Record

    This is the most common and essential function, allowing you to save the game. You can create multiple save files, giving you the flexibility to return to earlier points if needed. The game also keeps around three autosave backups in case you forget to save manually.

    Enshrine

    This function is key to gaining Faith and managing your inventory. You can discard items and turn them into Faith points—rare items yield more Faith, especially those designed solely for enshrinement, like Antique Combs or Dried Carcasses, which don’t serve any other purpose.

    You can also enshrine food items such as Higashi or Inari Sushi, which grant Faith based on their rarity—more valuable items like Kudzu Tea give higher Faith. Note that modern healing items like Red Capsules, Bandages, or Toolkits can’t be enshrined, so it’s best to use or waste these items as soon as possible.

    Draw Omamori

    In the game, there are two types of Omamori—Regular and Unique. Unique Omamori can be found throughout the world, while Regular Omamori are obtained from the Hokora by using the Draw Omamori feature.

    This feature allows you to trade Faith for a random Omamori from the Hokora’s limited stock. All Hokora offer the same selection, but the Omamori you receive are completely random, and the cost increases by 100 Faith each time you draw one. The good news is that Omamori are kept across different playthroughs, giving you plenty of time to collect them all.

    Pray

    Using Pray upgrades your core stats: Health, Sanity, Stamina, and the number of Omamori slots you can equip. To improve a stat, you need Faith and Ema Plates, which you find in the world. Ema Plates are limited in each run but become more available in subsequent playthroughs, enabling you to boost all your stats eventually.

    Clear Mind

    This feature restores your maximum Sanity, which is used for various actions like Focusing and Offensive Attacks. Sanity naturally regenerates over time but can be lost quickly—using Focus Attacks or taking damage reduces the maximum Sanity. It can be restored either with items like Divine Water or Kudzu Tea or by visiting a Hokora with the Clear Mind function.

    On Story Action difficulty, maximum Sanity can only be lost from enemy attacks or psychological effects, and visiting a Hokora will automatically restore it for free.

    Change Costume

    The simplest of the options, this allows you to change Hinoka’s costume. The costumes adapt to the story’s progression, tearing at the same spots to maintain their visual integrity, so you don’t lose the aesthetic appeal of her original outfit.

    What Is Faith?

    Faith is a special currency used exclusively at the Hokora. You earn Faith by enshrining items, particularly dedicated ones like Shriveled Abura-age. The amount of Faith gained correlates with the rarity of the item; rare items give more Faith. You can also gain Faith from food items like Divine Water or Arare, with higher-value foods awarding more Faith.

    Faith can’t be lost directly; you gain it by enshrining items, and you spend it on upgrades, Omamori, or other services. Faith is retained between playthroughs, so you’re free to accumulate it over time without rushing.

    However, since items are limited, there’s a cap on the total Faith you can earn during a single game. Be sure to spend Faith wisely on upgrades and items you truly value, because you won’t be able to obtain everything in one run.

  • How to Complete the Mural Puzzle in Silent Hill F

    How to Complete the Mural Puzzle in Silent Hill F

    As the story of Silent Hill f unfolds, you sense Hinako’s grip on reality loosening, and the world around her begins to blur. The boundary between the Otherworld and real life feels so thin that the final sections in the Otherworld almost merge seamlessly into her hometown of Ebisugaoka. With her mental state breaking down, it’s only fitting that one of the toughest puzzles appears at this point.

    In your last full journey through the Otherworld, you face a mural puzzle with no map and only a few hints. This challenge is both visual and logical, which makes it easy to overthink the solution. We’re here to help you finish it.

    When Do You Encounter the Mural Puzzle?

    You will find yourself facing the mural during your final full visit to the Otherworld. This happens after the events at the Shimizu Residence, right after Hinako witnesses her parents’ fates. Here, she’s back with Fox Mas, who is disfigured, and she must solve one more puzzle to confront her own reality. When you first see the mural, there isn’t much you can do. It has nine holes scattered across it, but nothing can be manipulated at this stage. For now, examine the two scrolls on either side of the mural for clues on how to solve it.

    The scroll on Story mode reads: “The Black Bird wishes to take the White Bird. The White Bird wishes to resist. The Fox brings along his followers in triumph. He notices not the two birds in conflict.”

    On Hard mode, it says: “PUT THE WORDS HERE WHEN FOUND.”

    You’ll need to find the Black Bird, White Bird, and Fox to complete the puzzle, which requires some searching. Let’s begin.

    Gathering the Three Crests

    This section of the Otherworld has no map, so navigation is part of the challenge. You must find the correct door to progress, and there’s a trick: every crest must be found in order, and once you go through the wrong door, you’ll face enemies and need to try again. All crests are essential, and missing one means restarting from the last door you entered.

    Black Sparrow Crest

    Start in the central room with multiple Inari statues. Many have small drawers that can be opened to find items, but one particular statue can be examined more closely. When inspected, it reveals a bloody pierced area. Remove this weapon, and its eyes glow blue, pointing you toward the correct door. Inside, you’ll find items like the Ornate Scroll, Family Physician’s Log, and Omamori – Hound. Make sure to check for hidden walls using Focus to uncover any missed items. After obtaining the Black Sparrow Crest, find the Housemaid’s Note before returning through the door to the mural hall.

    White Sparrow Crest

    Next, in the Inari hall, there are more statues. Follow the same process: open drawers, find the one that can be examined, and remove the piercing weapon to make its eyes glow blue. Before proceeding, pick up another Ornate Scroll and the Housemaid’s Note. After entering the next door, repeat the process—check for hidden walls, pick up items, and find the Strict Mother’s Letter. Continue until you obtain the White Sparrow Crest, then head back to the mural hall.

    Fox Mask Crest

    Return to the Inari statues once more. This time, there are more statues than before. As before, look for the injured Inari statue, remove the piercing weapon, and follow the glowing eyes to find the correct door. There is an optional door marked with the Inari symbol, which can be accessed with the Brooch earlier given to you. Entering this door reveals special items like the Mandate of the Clan, an Ema Plate, and the Letter With A Pressed Flower. Returning to the main hall, go through the correct, now red, door, defeat enemies along the way, and at the end, you’ll have a cutscene with Junko before finally earning the Fox Mask Crest.

    Solving the Mural Puzzle

    With all three crests collected, you can now solve the mural. The process involves placing each crest in its proper position. The key is understanding where each belongs based on the clues. The locations to place them differ with difficulty level, and each provides different hints, increasing the challenge.

    On Story mode, three main facts help:

    – The Fox leads his followers and doesn’t see the birds fighting.
    – The White Bird wishes to resist.
    – The Black Bird aims to take the White Bird.

    Although the mural suggests nine holes, only one is part of the puzzle. The White and Black Birds are connected, but the Fox’s position narrows down options significantly. Observing the characters’ outfits and their roles helps. The fox at the front, wearing a hat and leading the procession, is identified as the Fox and is where the Fox Mask Crest belongs.

    Next, consider the scene where two foxes are facing each other on the far right. One in red is holding a lamp, and the other is pulling its string away. The White Sparrow should be placed inside the lamp, symbolizing a desire to set free and fly away. The Black Sparrow fits on the back of the other fox, which is trying to steal the lamp.

    After placing the crests correctly, the path forward opens, bringing you closer to the conclusion of Hinako’s story.

  • How to Completing the Solar Panel Puzzle in Flarewell – Borderlands 4

    How to Completing the Solar Panel Puzzle in Flarewell – Borderlands 4

    Claptrap—your loyal but bossy robot guide and occasional annoyance—is back in Borderlands 4. After everything he’s been through in previous games, he has numerous memories—both good and bad—which are mostly stored as physical keepsakes.

    Claptrap tried to throw a little party, but The Order crashed it and stole his precious memories. As his trusty second-in-command in the Crimson Resistance, it’s your job to retrieve them from their mechanical hands. Help him out — or just do it for the rewards.


    How to Find Claptrap’s Portrait

    If you travel south from the Outlander town called The Launchpad, you’ll find Claptrap near a small fishing shack by the lake. Talking to him will start his side quest, No Place Like Home.

    Next, head to the large Order base on the east called The Flarewell. Fight your way through the road section of the building on the right side. Once all regular enemies are defeated, a special enemy named Big Orange Hothead will appear nearby. He uses a long-range flamethrower to attack and deal incendiary damage but isn’t too tough to defeat. When he’s down, he will drop a keycard you need.


    How to Get to Claptrap’s Portrait

    Bring the keycard to the console near the edge of the building. Jump through the hole in the wall nearby and interact with the console next to a barriered container. Open the container, drop through the floor, crawl through the tunnel, and drop into the building below. Climb the ladders, and you’ll find a room filled with Moxxi. The stolen portrait is on a table covered with candles.


    How to Find VR-0N1CA’s Processor

    After retrieving Claptrap’s portrait, he will ask you to find VR-0N1CA’s processor. Outside again, you’ll need to fight off some Order enemies when the exit door opens.

    Go up the stairs at the back of The Flarewell and grapple onto the building in the center to trigger a call from Claptrap. This will summon waves of Order enemies, including Armatures and Witnesses.

    After two waves, a Warden and a Bulkhead will spawn and are often accompanied by a high chance of a Badass enemy and an elementally-modified Armature. Once they’re defeated, approach the window in the room for another call from Claptrap.

    Use the console behind you to activate the laser and solar panels below. Use your grapple to turn the solar panels to the right positions:

    • Turn the panel closest to the staircase six times to redirect the laser away from the building.
    • Turn the adjacent panel six times to aim the laser into the room at the top.

    Head back upstairs, defeat the Badass that appears, then inside, grab VR-0N1CA’s processor from the crate near the entrance.


    How to Reach the Crimson Resistance Asset

    Claptrap will give you a new task to find his VR-0N1CA’s processor. Afterward, the back door of the room will open, revealing more Order enemies—most of them Armatures and Witnesses. Eliminate them, then climb the corrugated wall to the next level. Use your grapple again to adjust the solar panel twice, creating a platform to jump across.

    Tip: Watch out for Witnesses on the upper floor; many are Spiteful Witnesses that can ambush you or knock you back down, forcing you to run all the way back down.

    Use the solar panel to leap to the other side of the tower, then climb the next two corrugated walls. Adjust the solar panel twice more so you can jump to the other platform. Clear the Witnesses once again before proceeding.


    How to Get the Processor & the Crimson Resistance Asset

    Climb the longest wall to find a small alcove at the top with a red outhouse. Open it and take Rustknuckle’s mask from his corpse. Return to Claptrap at the lakeshore shack, talk to him, and pick up the nearby explosives. Attach the explosives and the keepsakes he asked for to the small raft by the shore.

    Claptrap will push the raft into the water; shoot it to detonate the explosives and finish the quest. This rewards you with XP, cash, some Eridium, a random Uncommon or Epic pistol, and the Crimson Takeover style for your Vault Hunter and Echo-4.

  • Completing the First Rotating Panel Puzzle in Lego Voyagers

    Completing the First Rotating Panel Puzzle in Lego Voyagers

    Lego Voyagers challenges your mind with a series of obstacles that get harder as you move through the game. It’s a cooperative game that you can play for free, and you’ll find many puzzles involving bridges. One of the first puzzles in the game helps you learn different ways to cross gaps besides using bridges.

    After the opening scene, as you explore, you’ll come across a multi-step puzzle involving metal panels spread across the game world. These panels can act as bridges or launching pads, and you’ll need to figure out how to use them to progress.

    How to Find the Launching Bridge Puzzle

    Start in Chapter 7, where you will see a large destroyed wall. Passing through it takes you into an area with lots of platforms to jump on. When you reach the tower in the scene, you’ll notice a section where you can attach to a series of spinning panels using yellow bricks at their tips.

    First, one player should tie onto the first yellow brick to flip the panel horizontal. Then, the second player can hop onto the panel, crossing the gap. Once across, they should attach to the other side, giving your partner a safe way to follow.

    Next, go down the path and cross the grassy area until you see a tall panel facing a wall with a ledge. This is part of the Launching Bridge Puzzle. From here, you can attach to a rotating panel by the yellow attachment points on the tips.

    To solve this puzzle, one person needs to stand on the edge of the panel (marked by white and gray bricks), and the other should quickly flick the controller stick to launch them towards a safe ledge on the far wall. Once flung across, you can grab onto another yellow attachment to set up for the next person to cross. Repeat this process to help both players navigate over gaps across the area.

    After launching across, move to the right and upward to find another yellow attachment point. From there, you’ll continue to set up launches and crossings, using the panels and weighted bricks to your advantage. This method allows you to keep crossing gaps safely by launching each other across platforms and through breakable walls to progress further in the game.