Outer Wilds

Outer Wilds

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Complete Exploration Guide Part 1
由 SumYungGuy1975 制作
The first part of a complete step-by-step guide to exploring Outer Wilds AND its DLC Echoes Of The Eye. Contains Achievements and heaps of spoilers.
   
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Introduction to Outer Wilds
Congratulations!

You've decided to jump headfirst into one of the most intriguing exploration games on Steam. You've started a new expedition, woken up and now have no clue as to what to do next.

Hopefully, this guide will help you with the basics and then lead you onto the more difficult stuff. A mild warning, this COULD get hairy, and some have even said that there are some pretty nail-biting, scary parts of this game, but the experience is worth it if you're willing to go the distance.

This guide is based on the DLC version of Outer Wilds, Echoes of The Eye.

First things first, if you are playing this, hopefully you have connected a controller.

This game CAN be played without one, but as it says in the start-up sequence, it works better with a controller, and to be honest, that IS COMPLETELY AND UTTERLY TRUE! I can't say that some of the stuff you have the OPTION of doing would be possible (or easy) without a controller.

So all instructions for movement, etc., WILL be based on a controller.
Controls
General Controls





Character Movement Controls




Equipment including Signal scope and Scout Launcher





Shuttle Craft Flying/Jet Pack Controls



Objectives
Outer Wilds is NOT like most other games, which feature a "Free Roam", "Open World" exploration theme.

It WON'T take you by the hand and tell you, "Alright, go clear this level. Defeat this boss. Loot these chests," ETC.

The ONLY thing it really tells you to do is "wake up".

After that, you're on your own.

There are a few different ways of "getting to an ending, depending on what you, as a player, decide to describe, "as an ending."

This WHOLE game is one big mystery, wrapped in a riddle and covered in a gooey coating of nut-filled enigma.

There is already a guide (or two) that shows you how to get to solving the mystery of this game quickly.

This guide aims to show you where to go in an effective order that will help clear A LOT of things up along the way and help it all make sense!

Because the thing about this game is that there IS NO CLEAR objectives and NO REAL order to how/where you have to go (once you have the launch codes.)

But just going anywhere will have your head getting tied into knots, and you as a player, probably freaking out and screaming, "I wasn't ready for THIS!"

So the question begs, "Where to go first, what to do first?"

Here is my answer:

After you wake up THE FIRST TIME, your first point of call SHOULD be to get the launch codes.

You can also explore your little village, talking to everyone you meet, and THIS SHOULD also give you a big clue as to where to head first.

After you have achieved your first objective, the cosmos is NOW yours to explore.
Things to know
If you are reading this section and HAVEN'T figured out what your first BIG objective is, please read the previous section FIRST! If you have figured out what your first BIG objective is, kudos to you. Well done. Here are some things to know: It shouldn't take you long to realise that something MAJORLY dramatic is going to happen to this little solar system. DON'T BE SCARED! Breathe, relax, it's all going to be Okay! You'll wake up a second time, back where you started, and if you've been to the museum (which you'll need to do to achieve your first BIG objective), then you will have come across the Nomai statue, and it will have recorded your memories. SPOILER ALERT FOR THOSE STARTING for the first time: Time is in a loop, and it is repeating itself! What does this tell you? That you have UNLIMITED TIME! Death/failure IS NOT the end! This game can and possibly WILL be very frustrating, especially if you have spent a while getting to certain difficult-to-reach places only to die or run out of time! Planning is the key! You know roughly how long you've got until it all goes pear-shaped. Plan what you wish to do in that time! The Spacesuit IS your best friend I CAN'T stress this ENOUGH. Like, literally, DON'T go ANYWHERE without it!
How to survive in Outer Wilds
This section aims to tell you some things that MIGHT not be overly obvious. There are three things that are critical to making it through this game. Oxygen Timber Hearth is THE ONLY planet that has naturally occurring Oxygen. Thankfully, pretty much EVERY other planet and place you will visit has some sort of trees or oxygen provision. Health/Food You're going to be going into some quite hazardous places. Your physical health is JUST AS/IF NOT MORE important than ANY of the other factors that count towards your survival in this game. The space shuttle can provide you with health, and campfires are spread throughout most of the other planets. It May take a bit of practice learning how to roast marshmallows without burning them. Burnt mellows don't do anything for you. Jet Pack Fuel Once off your home planet (or even on it in a matter of fact), jet pack fuel becomes vitally important. The space shuttle fills your jet pack fuel, but outside of that, there are only a few places where it can be replenished. Places where you can find trees, campfire's and jet pack fuel WILL be listed throughout the following sections.
Where to start (Timber Hearth) Part 1
If you're ready to start exploring, one of the first places you can do so is right at home on your home planet, Timber Hearth. Things to see/do on Timber Hearth:
The Zero G Cave:
As you were making your way up towards the museum/observatory, you might have noticed a sign or signs for "Zero G Cave". This one is at one of the lower parts of the path to the observatory. And this one at the mouth of the cave. Heading over inside, you can talk to Gossan and he will tell you about the Zero-G cave. Somehow, they managed to cram a satellite down there. He may ask if you could go down there and do some minor repairs on it for him. If you choose to do so, it will help you gain some valuable zero-G space experience with the space suit. Head into the elevator when you get to the bottom. After you follow the tunnel, you'll see a space suit. Fly up over the wall, and you'll see what looks like a mine. There's a guy over to the right you can talk to if you wish, but straight ahead is the big drop with another sign showing you where to go. From the edge of this drop, you can see a hole in the ground. This is the proper entrance to the Zero-G cave. Once down here, if you look down, you'll see a reddish object that appears to be sparking. This is your satellite and has three nodes that you can repair, if you wish. One other important thing to see is the Museum. Yes, it has a collection of mostly useless artefacts gathered from around the cosmos that will give you tidbits of information. But apart from getting the launch codes and the interaction with The Nomai statue, there IS one other thing in here of DEFINITE interest. There's a doorway to the left on the ground floor. It leads to a small outdoor area with a blackish, gleaming rock that seems to disappear when you're not looking directly at it. If you aim your signal scope at it, it will reveal a frequency and give you the name "Museum Shard." This is your first interaction with a Quantum object! That's pretty much all there is to see inside the crater that is your village.
Timber Hearth Part 2
Taking off!
Now you should be ready to jump into the shuttle craft and explore the wild, untamed solar system. But there's more to see before you leave your little home rock. One of the first things you can explore (I'm not really putting these in ANY particular order) is another crater on Timber Hearth. You might or might not have noticed a tower near The Zero-G Cave. Attached to the bottom of this is a note. Reading this will tell you about Tektite, who has gone to investigate smoke coming from a crater. Hop into the shuttle and fly up off the planet's surface. You're looking for a crater with a smoke trail coming out of it.
Looks kind of like the picture above from space.
It's not very far from your home crater. There are a few ways to enter it,
  1. Fly your shuttle above it and lower the shuttle to the ground, inside the crater.
  2. Land just outside the crater, you'll find a diagonal log that you can walk down.
  3. Using your jet pack, hop down the craggy sides of the crater
Either way, once you're down, talk to Tektite. He'll tell you about the bramble seed that crashed here. He says that there is an anomaly with the seed and that the inside is bigger than it seems. This is a good chance to get to know your scout launcher. Equip your launcher and fire a scout into the bramble seed. Watch the video feed as the scout seems to go on and on for infinity. This should also add one of your first ship's log entries. In the shuttle craft, there is a console with a blue pulsing light. If you go up to it and interact with it, you can see the things you have discovered, clues and pathways to other things that will help you along the way. Not far away from this crater, there are another two that are very close together. One, from off the planet's surface, looks like this: The other looks kind of like this (sorry for the bad photo): If you land near or in the bigger one with what looks like a waterfall, you'll also see a tower structure. At the top of this, you'll find a note stating that a weird signal, possibly linked to The Quantum Moon, is coming from nearby. If you equip your signal scope and point in the rough direction the river is flowing, you will pick up an unknown signal. Head back to the ground and follow the river. This is probably the easiest way to enter this crater. Inside are a couple of signposts with a curiously correct poem stating that this crater is always dark, it is. But you may see a standing, blackish, gleaming rock, or you may not. Wander around a bit until you see it (it moves) When you DO see it, point your signal scope at it, and a new frequency will register. This is the second Quantum Stone. Basically, this stone moves and disappears when not observed. Another interesting point is The Radio Tower. It's only a short jaunt from your home crater. There's an empty campsite nearby with a fire. But inside the shack attached to the tower is a series of photos. They might not mean much until you play the tape recording on the barrel, if you wish to. Probably the last interesting point is actually two that are connected at two different points. The first point is a giant-sized geyser. It looks like this: If you think you're a bit of an ace at flying the shuttle, you can actually fly down inside of this geyser. The second point is what looks like a series of archways. If you land near these, chuck on your flight suit(you'll need it) and follow the path that goes under the arches. After a short walk, you'll come to a broken bridge that can be traversed with the help of your jet pack. Jump across and go through the waterfall. Follow the path and you'll find yourself on a large platform, jets of water shooting skywards near you. If you look up, you'll see the geyser hole you can also see from off planet. Continuing forward, you'll see a door with a glowing orb in the top. Near the door is a rock with a weird symbol on it. If you haven't explored all the exhibits in the museum, then this will be your first encounter with Nomai writing. It will say that it is "untranslated writing" Thankfully, you have a handy device that can translate this stuff, equip it, and press the prompts. Looking at the orb, you'll find that you can move it. Once moved to the top of the bar, the door opens. Inside is a pathway that leads to a broken bit with a waterfall crashing down through. Going through the waterfall here is nearly impossible since every time I've tried it's washed me down into the pool below. But if you back up a bit, near the skeleton, just over the edge of the path, you see a series of three platforms that you can drop/jet pack to. Just below the third of these is a transport tube; you'll see quite a few of these around. Drop into the horizontal one, and you get whisked along and up. Coming out of this and moving straight ahead, there's a T-Junction. To the right is the other side of the waterfall path; we'll get to the left in a moment, but straight ahead of you is some more untranslated Nomai writing. Once you have read this, take the left turn. Down here, you'll see a flat bit of stone on a small bench that you can pick up. To the left of it is a pit in the floor with two rock formations; one will have an empty spot where you can place the Projection stone you just found. You'll get a fully immersive view of the Ash Twin Project. Once done, remove the projection stone and place it on the plinth sitting in front of the wall to reveal some more untranslated text. You can now leave here. We're pretty much done with Timber Hearth.
Timber Hearth Achievements
List of possible achievements to do on or around Timber Hearth
On Timber Hearth
Gone In Sixty Seconds
A pretty easy achievement that can be done right here in Timber Hearth, via this method: Run down the path to the huge jetting geyser in the middle of town, wait until it's not blowing water, jump up and onto it. It will shoot you way into the air, fall, and die! If done right, you'll get:
From The Hearth To The Moon
Not as totally easy as some make it sound. But here's how to get it: Go to the model space shuttle you would have passed on your right just after you first woke up.

Look up at the sky and wait until The Attlerock, Timber Hearth's moon, is really close. Quickly fly the model ship straight into the moon.
If done correctly, you'll unlock.
Mica's Wrath
Another one that requires some degree of skill, AND the model rocket ship. Here's how to get it: Go to where the model ship is and wait until you see the sun. If you wait long enough, the sun will get pretty close to Timber Heath as the system rotates through its axis. When you feel it's close enough or if you think you have the skill, fly the model ship into the sun. This can also be done with Brittle Hollow's moon, although that requires far more effort and skill. If done correctly, you'll unlock:
Hey, What's This Button Do?
An utterly, utterly simple achievement that can be done without even leaving the ground. Here's how: After getting the launch codes (or if you know the cheater's way of getting up to the launch pad), go up to the shuttle craft and hop in, use the free look option by pressing up on the D-pad. Just near or under the pilot's seat is a button, press it! If done correctly, you'll unlock:
Hmmmm, Carcinogens
Another totally easy one, that in reality CAN be done at any time during the game AND doesn't HAVE to be done all at once. Here's how: Find a campfire; there's plenty spread throughout the solar system. There's one right next to where you first wake up. Walk up to it and follow the prompt to roast Marshmallows. DON'T BURN THEM! Roast ten Marshmallows, and eat them. If done correctly, you should unlock:
Above Timber Hearth
Rigid Body
An insanely difficult achievement due to the fact that the item that is most important for the achievement is moving around the surface of Timber Heart at near lightning speed. You may or may not have seen a little white light flying around the surface of Timber Hearth. This is the satellite that takes the photos you may have seen if you went to the Radio Tower. Here's how to get the achievement: Fly up off the surface and try and find the rapidly moving white dot. Author's note: (I've seen it written that you can use the shuttle's lock-on ability and velocity match ability to keep up with this thing. I haven't been able to do it myself yet.) Either way you do it, bump the damn thing just a little to knock it off its orbital path. If done correctly, you should unlock:
It Was Worth A Shot
Another fairly easy achievement. Can be completed at ANY time in the game, but is best completed during the first or second loops. Here's How: Jump in your shuttle craft and hit orbit. Find the sun and position yourself so you're looking directly at it, now throw that sucker shuttle into reverse and hit the pedal to the metal, in other words, floor it backwards AWAY from the sun.

You might get a notification as you get near the edge of the solar system saying, "returning you to the solar system." Press X to ignore that and keep going.

At some point, you should be far enough out to watch as the sun goes supernova. Hopefully, you're outside of the ensuing wave of obliteration.
If done correctly, you'll unlock:
Harmonic Convergence
This achievement goes pretty hand-in-hand with "It was Worth A Shot." It CAN be done at any time in the game, but it is easier to do on the first or second loops, so it's out of the way. Here's how: . While you're flying as fast as you can AWAY from the sun and waiting for the inevitable to happen, you can take out your signal scope and aim it at the sun. Eventually, the planets should form an orderly line, and you SHOULD be able to hear ALL the explorer's instruments playing at once. If done correctly, you'll unlock:
The Attlerock
The Attlerock
Welcome to The Attlerock. You've left Timber Hearth and decided to start investigating the solar system! Well done. Since The Attlerock is Timber Hearth's closest celestial body, its moon, it's a natural place to make your next step. One of the first places you might want to go is to Esker's Camp.
Esker's Camp
Two main ways of finding this, from space, look for a crater that looks like this:
Second way
Using your signal scope, tune into a whistling sound; it may come up as "Unknown" until you've met Esker. Either way, talk to him to get a lot of new information, including how the Hearthian Space Program works and The Lunar Lookout, just nearby. Once done with him, the OTHER main thing to check out on The Attlerock is some more Nomai ruins. These are at the South Pole of this little moon. And look like this from space:
Above ground
You'll notice a strange set of rings that rotate. In the middle, you'll find an orb that you can control by looking at it. You'll get used to these. Moving the orb into the four slots with pictures will have the huge circles in the ring focus on and follow (in no particular order): The Sun, Brittle Hollow, Giant's Deep and one picture that seems to cause the rings to just spin continuously.
Below Ground
Some stairs are heading down, so if you wish, follow them on down and right across from where the stairs end is another wall with more untranslated Nomai writing. Read the translation to find out info about "The Eye Signal Locator"; apparently, the device is above ground. Further to the right is another blank wall and an empty triangular hole. Beside this is a storage shelf with a triangular bit that you can pick up, it's a Nomai scroll, insert it into the empty triangular wall socket for some more untranslated writing. Just a bit further left is a tape player with a message from Rieback. Listen to it if you want. Either way, head back to the surface. One last stop. On the far side of the moon, away from Esker's camp, you'll find a thoroughly massive crater
Chert's Crater
Head down to the bottom to find another tape recording, "Chert's Research Notes." And some jet pack fuel, if needed.
Attlerock Achievements
Possible Achievements
There are another two other achievements that CAN possibly be tied to The Attlerock, although in reality they CAN also be done just about anywhere, at any time.
Die Hard
This achievement is REALLY long, and possibly the MOST mind-numbingly repetitive achievement out there. Here's how it's done: Land your ship right next to Esker's campfire (and I mean RIGHT NEXT to his fire), then:
  • Jump into Esker's fire with your suit on.
  • Get your HP low (if you're feeling daring, go critical)
  • Jump back into the ship and heal.
  • Repeat until end of cycle.
If done correctly, you'll unlock:
Cutting It Close.
Another achievement that TECHNICALLY can be done anywhere, anytime, but I'm putting it in here. Here's How: Get into the flight suit and use up ALL of your jet pack fuel, doesn't matter how. It will then switch to using Oxygen. Use up NINETY per cent of your oxygen, then quickly hop back into the shuttle. If done correctly, you should unlock: /code]
Brittle Hollow
If you have followed the clues given to you by scrolls, interactions with other explorers or entries into the ship's log, you might have figured out that the next step is to try and get to the southern observatory at Brittle Hollow. There are a couple of hmm, concerning things about Brittle Hollow. The giant swirling Black Hole in its centre! Hollow's Lantern, the moon orbiting Brittle Hollow and spitting fiery balls of Lava-ery goodness down upon the egg-like shell of Brittle Hollow, which ALSO ties in with pretty much the WHOLE, entire crust of the planet except for the poles, crumbling into nothingness! There are a few interesting places you can visit on Brittle Hollow, or you may wish to go find Riebeck first. Since him and the Southern Observatory pretty much tie in together, that's a pretty good next step. Flying over Brittle Hollow, you'll see a structure that looks like this: Landing near the craft that's already parked there, you should see a downwards sloping entry: If you go down the slope, you'll find a recorded message from Riebeck saying that this door seems to be broken and he's headed for some ruins to the north. There are quite a few structures on the surface of Brittle Hollow that could be what you're now searching for, but the one Riebeck went to looks like this: Landing near here, explore the little depression and the buildings. In one, you'll find Riebeck's abandoned camp and some notes pointing towards a building in the corner; the ground entrance is blocked by a huge tree. Use your jet pack to get up to the roof and drop down through the hole, follow the stairs down, and you'll eventually find a broken path and some strange crystals placed on the walls: This might or might not be your first encounter with gravity crystals. Either way, these amazing little things help you walk on walls! Follow the path along the wall and you'll eventually come to The Crossroads. Just near the mural, there's a gap in the railing. If you look down, you should see some more gravity crystals. Follow these down to the next level. Roughly to the right, you'll see a circular structure like this: We're not going to worry about that right now. Instead, look to the left, or follow the banjo music, and you'll find Riebeck. Talk to Riebeck for some interesting info, but mainly he will point you towards The Hanging City.
Brittle Hollow Part 2
Before we go looking for The Hanging City, there are two other interesting discoveries.
The Tower Of Quantum Knowledge
This structure looks kind of like a huge landing pad from space. Land on top of it (or near it if you wish), and on the platform, you will see some Nomai writing. It says that the trees in this grove are moving! But not just the trees, there's a familiar black stone that moves when you're not observing it. Another quantum shard, which, when you aim your signal scope at it, will be identified as "Grove Shard." But if you jump and jet pack up to the top of it, there's another script; After reading it, head to the stairs of the landing platform for a third script. Now head down the stairs to the bottom. There are some Nomai script signs for other locations, but we'll get to them. Just in front of you is a blue-ish beam with a controller next to it. Looking at the ball, move it to the downwards position. Moving ahead a little, you'll see to your left a blue glowing broken wall This is the base of the Quantum Tower. As you'll be able to see, the quantum tower CAN'T be entered this way, because you simply won't be able to get enough thrust to get high enough. There is another way. This requires you to come back to the TOP, OUTSIDE of the tower, towards the end of the loop. If the tower is still there, land on top of it and fire a scout inside the tower, on a wall wherever, it doesn't really matter. Now wait in your ship until the readout from the scout tells that ground stability is down around 5%. Hope out of your ship or stay in your ship, until stability drops to zero %. If you're outside of your ship when the tower falls into the back hole, you'll get transported, almost magically, back into your ship anyway. When you pop back out into space, look for your scout signal location and make your way towards it. You'll be able to go through the gaps you saw in the base and now turn and boost, gently, up into the inside of The Tower Of Quantum Knowledge. Don't worry too much about the first floor; there's a projection pool and a text wall, but they're both useless. Continue up the second floor to find a scroll on a shelf. Grab this and head up to the last (third) floor. There are two text walls here, one with a scroll already in and another without. Read these to update your ship's logs, and we're done here.
Escape Pod and Old Settlement
This object is fairly easy to spot from space; it's the only big, white thing sticking up from the landscape that ISN'T surrounded by ice. You can also use your Signal Scope to find an unidentified signal along the equator. Land near here and investigate the beacon to add another item to your signal scope. Escape Pod 1. Up near the top of it is an open entryway. Once inside, go past the doorways on either side and forward down to the next level. Straight ahead of you should be a huge viewing window, but before that is a weird-looking thing that I can only describe with a picture: If you read this, you'll get some interesting background on The Nomai, how they came to this solar system and where they've headed, The Old Settlement. To get to The Old Settlement; Turn away from the ship's log and drop down again. You'll see a door with a movable sphere in it. Move the sphere to blow the hatch. BEFORE YOU STEP OUT......... Look down; You'll see these walkways leading downwards. Here's where you have to move quickly, constantly and probably use your jet pack a bit. Make your way down the walkways. After about three of them, you'll see a little alcove where you can stop, There's a light on the ground and a Nomai script. It says, "Don't slip, that's a BLACK HOLE underneath you! SAY WHAT?! Continue down until you get to firm ground and follow the path. Here you'll find another bit of Nomai writing saying that the paths are stable from here on in. Welcome to The Old Settlement. Directly across the walkway from you, you might see a blue sun icon through a doorway. Going inside, there's a step down, and there's another Nomai script. It states that the Nomai were here looking for The Eye Of The Universe and that the signal was OLDER than the Universe itself! From where you're now standing, turn right. There's a doorway there, head out and follow the path around behind the building to the left, until you come to a downwards sloping walkway. Make your way down through the buildings. There are more notes, but they're not important; they won't add to your ship's log. When you have gone down as far as you can go, you'll find a triptych, this a three-part mural. This is a depiction of what happened to the mother ship. Across from the mural on another wall is another script. Read it and you'll learn that the Nomai wanted to build a more permanent, stable settlement, The Hanging City We'll go there next.
Brittle Hollow Hanging City
I've decided to make The Hanging City its own sections because there's quite a bit to it.
The Gravity Crystal Entry
This is best done AS SOON AS YOU START A LOOP. The reason will be explained or become blatantly obvious as we go along. Fly your ship to Brittle Hollow and land near the Escape Pod. I apologise in advance, but you're going to have to go down those crumbling walkways AGAIN (Or go there if you're fast enough after finishing The Old Settlement). Once down to the solid ground part, go across the first bridge, again, this time turn right before the blue sun doorway and head upwards along another walkway. In front of you should be some crystals you should be familiar with by now. Step up onto the wall and follow the lit crystal pathway. Here's why you have to be rather quick: This pathway goes along the UNDER side of the planet's crust, and as the lava bombs hit the surface can crumble away into the Black Hole below! Keep going until you get to some ice. Go through here and keep walking until the crystals seemingly end. Look up at the wall to your left. This will require a short burst from your jet pack. If done right, you'll land on the wall and keep walking towards the end. Ahead of you, you should see the roof of a building you can drop down to, You are now in The Hanging City! Congratulations!
The Hanging City
The Hanging City is divided into four districts, three of which you can access. If you've come via the gravity crystal path (there are OTHER ways to get here), then you'll be in The School District. Head down the stairs near you and you'll see a doorway Going through this, you'll find yourself on a pathway. There's an offshoot to the right, but it's covered in ghost matter, very deadly!
The Central Shaft Entry
Keep going straight ahead, and you come to what looks like two vertical elevator shafts. Inside is a patterned wall. This is what I call a "Gravity Wall" You might have seen the broken version at the base of the Quantum Tower. You can walk on these and go up and down to different levels. These Nomai are AMAZING! Ahead of you are four symbols on a stone. This tells you the four districts of The Hanging City. (In no particular Order): Meltwater District; School District; Eye Shrine; And Black Hole Forge. We can't get to The Black Hole Forge just yet. Since we're already in the School District, we'll focus on there first.
School District
Whether you get to the School District via the central shaft (gravity wall) or via the crystal gravity path, you'll eventually end up at pretty much the same place and at the same room. From the central shaft go back along the walkway, past the ghost matter path and to the building there, there's only one way you can go here, if you go back up, you'll eventually come to either ghost matter or a dead end, so just inside the doorway is a path to the right, go down it and follow the pathway to another building, up the stairs and to the elevator beam. Take it up and follow the path again until you get to the schoolroom. You'll pass some trees for oxygen, hmm, delicious oxygen! In the schoolroom, look at the rear wall to find a Nomai script about festivals. Once read, remove the scroll and turn around; in some shelves is another scroll. This one tells you about the Ash Twin Tower. Once you've read this, head back down to the entry point. To your left is a building with a hole in the roof, Do a quick jump/jet pack across to here and drop down through the hole, BEWARE GHOST MATTER!! If you turn around, there's a sphere switch right next to the ghost matter, activate it, going down and hop in. Down here, you'll find another scroll. Grab this, go back to the elevator beam, go back up(don't worry, it will take you past the ghost matter), Jet across the gap and return to the wall in the school room. Insert this scroll to learn about the Origin Of The Universe!
Brittle Hollow Hanging City Part 2
Meltwater District
There are two ways to get into the Meltwater District. The Crossroads Way. From The Crossroads (however you manage to get there), just to the left of the broken railing that leads down to Riebeck, you'll see two long bridges. You can cross to The Hanging City this way, although you have to do so fairly early in the loop. For as the planet gets bombarded with lava bombs and the crust disintegrates and falls into the black hole, it ALSO takes with it these bridges. Going across the bridges, to the right is the central shaft. Instead, turn left and walk a bit to find a doorway to your right. The Nomai writing on the stone next to it identifies this as The Black Hole Forge Controls. Enter inside and go down the stairs, and you'll see a device like this: There's some script next to it you can read, and if you move the sphere, you'll see a forge rise. Remember this spot, you'll need it later, but that's all we can do down here, for now. Back up on the stairs, out the door and to the right, you'll find three walls, two with empty scroll sockets and one full scroll socket. You can read the middle wall first if you want, but I'll help you find the other scrolls first. Behind you is a pair of doorways to buildings. Take the doorway on the IMMEDIATE left first. In there is a scroll: Grab this and insert it on the VERY right-hand wall, as you face it. Before you read it, go into the building on the right next. Up one or two floors, you'll see a table with a skeleton and another scroll. Grab it, take it down and insert it into the last (very left) remaining slot, read all three. The North Glacier way. From space, there are only two frozen parts of Brittle Hollow. One is the Southern Observatory, we can't get in there yet. On the Northern pole is the Northern Glacier. We'll get to exploring this properly, soon. But you'll see a frozen waterway that looks kind of like a tree; at one end of the tree are some islands. There's ONE in particular that is of REAL interest; Land near here, and go round the back of this island, and you'll find a hole you can go down into. Follow the ice path down to the top floor of a building. After going down some stairs, you'll encounter some trees and an elevator beam. Flick it to downwards to travel down a fair way (you can jet pack it, but why waste the fuel?) Exit this building, hugging the wall, ahead of you is another building with a Nomai text you can translate; Down a bit further is the previously mentioned Nomai Scroll, and if you keep heading down, you'll eventually come out at three scroll walls. The locations of the other two scrolls are in the last chapter.
Hanging City - Eye Shrine District
You now have multiple ways to get to The Hanging City. From the central shaft, walk up the wall to the third and last level that you CAN access. Follow the path to the left. As you go along, you'll come to a building. This is one of those things where, sometimes, you have to UP to go Down. Once up go through the open doorway to your right to see a broken walkway you'll have to jet pack across. Once across, turn immediately right, and you'll see a hole you can drop down. From the bottom of this turn to your left to see a low wall, BEWARE THE GAP! Jet over this wall to find a Nomai recording. Looking up, you'll see the floor of another building in front of you with an elevator beam going up. Jet across and ride the beam upwards. There's nothing really of interest in this building, so take the stairs to your right going downwards. We're now at The Eye Shrine. Read the Nomai text; there are four sections of it. Once done, pass by the shrine and you'll see another building you can jet across to. Whether you land on the lower floor or upper floor, take another beam upwards. As you turn out of this alcove, ahead of you is another Nomai text Read it if you wish, but go up the stairs. You'll be on a roof with a building a short jet in front of you, go across and down the hole, making sure to use your boost to slow your fall, you're now back where we came in.
Brittle Hollow Gravity Canon (And Southern Observatory)
If you've spent any amount of time flying over Brittle Hollow, and if you're following THIS guide, then you'll already have spent a fair bit, you'll see a structure that looks kind of like a big hollow needle. There's a building on the surface you can either land on or next to. Either way, enter the building and you'll see just inside the door a stone tablet: And a depression in the floor that might look familiar. Place the stone on the plinths and you'll see a cool 3-D projection. Remove the stone and take it downstairs. Placing it in the available spot here will reveal some Nomai Writing. After reading it, if you wish, head out of this building and hug the wall to your left. Go in through this next building, and you'll see the top part of an elevator beam coming up. Go over to the edge of the building, look down, and you'll see a floor you can drop down to carefully. There's a doorway here, with a text stone and a broken walkway. This WAS a path to the Crossroads. Ignore this, back into the building and up the stairs, past the other end of the elevator beam that doesn't seem to go all the way to the ground. There's a pathway up here; follow it all the way to the end. To your left is some Nomai writing. It says that the shuttle is currently on The Quantum Moon. And to the right is a strange device. This is the Gravity Canon controls. They're actually fairly simple. The sphere sits in the bottom of the Y. Looking at it, if you move up the left-hand fork, it activates the canon. If you move the sphere up the right-hand arm of the Y, it recalls the shuttle. So we're going to move the ball into the right-hand arm. There's a bright flash of light, go back up the ramp and look at the landing pad you might have seen on your way down. It's a Nomai shuttle! Go travel up the beam, immediately to your left inside, is a Nomai recording. Read it to add some more info to your ship's log. Ahead of you is a viewing window and some more controls. There is already a whole walk-through on the operation of a Nomai Shuttle. If you wish to experiment with flying one, I would suggest you look it up in the Guides section. Otherwise, we're done here.
The Southern Observatory
If you want to get to The Southern Observatory (actually inside it that is), you need to do so fairly early in your loop. You start your journey there at the Gravity Canon. From the building on the surface, quickly make your way down to the walkway that leads to the Gravity Canon. There's an opening off the left side of this walkway with a text sign pointing to "Southern Observatory" I wish it were as easy as the sign makes it sound. Follow this path until you get to some beam transport controls. Set the controls so that the beam is going away from you. Hop in. The next part requires some timing. If you stay in THIS beam all the way to the end, you'll get spat out into the Black Hole. Just ahead of where you hop into the beam, you'll see another slightly below yours, crisscrossing it like an angled T. If you look down as you get closer to this BUT before you ACTUALLY get to it, you should be able to time a short burst from your jet to drop down to this beam. It will deposit you on a stone bit of ground that, if you follow to the edge, you'll see some other stone outcroppings that you can jet pack across to. Eventually, you'll get to another travel tube like this: BEFORE You jump into this one, look up slightly, you'll see a third beam crisscrossing the one you're standing at the edge of, just above yours. Again, with correct timing, you should be able to jet yourself into that upper beam. You'll come out on a walkway, follow that until you get some gravity crystals. Jump/jet across and follow these until they run out. Now look up and you'll see a gap between your rock wall and one above you, with some more crystals. Jet across AGAIN and continue to you get to an area with some trees. What you're looking for now is a structure with a torch hanging onto it on a ledge, on the opposite wall, slightly above your current position. Using your jet pack and some BIG BALLS skill, jet over to it, and turn to face the opposite wall, above where you just came from. Jet over to this and look towards the roof. You'll see an elevator beam with no bottom. Because everything resets when the sun goes Supernova and the loop restarts, THIS is the ONLY entry into The Southern Observatory. Thankfully, there's a different way out. Jet up to the beam and travel up. You'll come out at the bottom floor of the observatory. Two things of interest here. First to your left is a doorway; this is the OTHER side of the broken door that Riebeck (or you, for that matter) couldn't gain entry to. To the right is a pair of swirling cyclones. In between is a scroll you can read. There's also a stone tablet on the floor and some familiar stone plinths. You should know what to do with these by now. Once finished here, head up the stairs. Up on this floor is The Observatory proper. There are five cylinder-type things with orbs in them. Behind them, against the glass, is another scroll wall. Read the scroll before or after you have activated the five pillars by moving the orbs upwards. Following the path around you'll see a floating Nomai recording. And finally, at the other end of the path, a final Nomai scroll. We're finished here. We've learned some stuff, got some new entries for the ship's log. There's still the Northern Glacier, and one OTHER thing we can do on Brittle Hollow.
Brittle Hollow Achievements
Possible Achievements
Pchoooooooooo!
There's ONLY one that can be done on Brittle Hollow. This one DOES take a bit of piloting skill, but is fairly easy to obtain. Here's how: See that gravity canon, when you've recalled the shuttle home, what happens when you reactivate the canon? The shuttle disappears. What else COULD be shot out of that canon?
Using your landing camera, lower your shuttle craft down onto the landing pad and go down to the controls. Set the canon to activate by moving the sphere up the left-hand arm.
If done correctly, you'll unlock:
White Hole Station and Northern Glacier.
Before you leave Brittle Hollow for now, there's still the Northern Glacier. I said I'd get to it later, so I'm getting to it NOW. Unless you're EXTREMELY lucky or have the skills of a career gamer, then you've probably fallen into the Black Hole at the centre of Brittle Hollow. And if you haven't, well, guess what? Now you're going to. There are a couple of early easy access points to The Black Hole, one being near the Nomai escape pod, the other being anywhere around The Gravity Canon, or you could just wait until the planet crumbles to basically nothing, but we DO want A BIT of time on our hands before KABLOOEY! So go jump into The Black Hole.......... DON'T STRESS, ALL IS NOT LOST! THERE IS A PLAN! Just a little way off, you should see something that looks like a half-constructed moon. Jet towards it, and around the outside, you'll see some gravity wall. Land on this and follow the walkway around until you get to the only branch and a dome-like extrusion. A quick little jet or jump and you'll be inside. There's a door with sphere activation, so move the ball and watch as the entry turns. Go on in and look down to see a floor you can walk on. Once you've landed, on either side you'll see an elevator beam, one coming up, one going down. Before taking the one going down, grab the projection stone nearby. Then head down the beam. On this floor is a huge design with a box on either end. You'll see the sphere in the middle. Move this to either of the boxes; it doesn't matter which. The White Hole Station will now start rotating. Take the other beam back up. Stand in the middle of the huge square and look up towards the viewing port. Once it lines up with Brittle Hollow, there should be a flash, and you're no longer on The White Hole Station; you're at The Northern Glacier! Make your way out of the teleport structure by following the glowing line, and nearby, you'll see a building with some notes on the outside. Seems that another one of Hearth's explorers has been here and left his jet pack fuel behind. Fill up if you need to; this will always be here. Make your way up the stairs to find a Nomai scroll. Just near here are some stairs going downwards, at the bottom is a depression in the floor with some plinths and another set near a blank wall. You have the projection stone; you should know what to do with it here. Once done, you'll see a wall with a broken bit and through the gap another building up on a rise. That's our next stop. After making your way over to it and up the stairs, you'll see a big gap you can jet across and another Nomai text. Jet over and read it if you want. That's it, we're done with Brittle Hollow for now until we can find a way to the Black Hole Forge
Hollow's lantern
I honestly don't know how I stumbled upon this little nugget, and I don't know if it's a SECRET or not. But nobody would think to look INSIDE one of Hollow's Lantern's volcano vents for, well, ANYTHING, really. But inside one of those four vents is something else you can discover, if you wish. Fly towards Hollow's Lantern and, using a mixture of normal flight thrusters and velocity match thrusters, hover over the volcano vents until you see one that has some rocky land outcroppings at the bottom. Sorry, due to Hollow's Lantern's quite fast rotation, it was nearly impossible for me to get a picture of the right one. But if you're skilful enough with your piloting, you'll find the right one, eventually. There are only four volcanic vents. Land on whichever piece you can; I landed on the one without the wall. Then jet across the lava, making sure to NOT get hit by a lava bomb, and you'll see a Timber Hearth Projection stone, a blank wall with two little plinths in front of it, and a depression in the floor with another two. I think you should know what to do with all this. After that, go over to the floating message beacon and read the three layers. Wait, does that mean that the Nomai ACTUALLY considered trying to settle, IN HERE? Call me crazy, but................ Fly out of the lava vent the way you came in.
Giant's Deep Probe Canon
If you've been following the walk-through so far or gathering the breadcrumb clues, you might've guessed that one of the next places to go for more answers is the orbital probe canon outside of Giant's Deep. When you first wake up, either during the first loop or from the start of a new loop, the first thing you'll see in the dark sky above you is a huge green orb, with a gold coloured thing that's throwing off sparks floating around it. The green orb is Giant's Deep, the gold thing is the probe canon station. Take off from home in your ship and head towards Giant's Deep. Use the Auto Navigate if you want, but flick it off when you get to about three thousand metres out. If you get too close to Giant's Deep, you'll get sucked into the atmosphere, and we don't want that, yet. Target the gold coloured thing flying around Giant's Deep and use your velocity match to get close to it and keep at the same pace. There's a blue glowing square with what looks like a landing pad. Land on this, and you'll notice that this beam stops your ship from flying off. Drop down the entry hole and activate the sphere mechanism. In here, there are three portals you can take, each has a Nomai Text sign. (In no particular order) they are:
  • Control Module
  • Launch Module
  • And Probe Tracking module
Looking up the three tunnels, you'll see that the Control Module leads to another sphere mechanism door. The Launch Module tunnel is blocked and damaged. And the Tracking Module is, well, non-existent. So we'll go into the Control Module first. Once you're past the door, you'll come into a wide space that has gravity tiles on both sides of the exterior. For the purpose of this guide, I'll call the surface with the projection pool (depression in the floor with the stone plinths) the floor, and the other side the ceiling. Drop down to the floor, and on the ground you should find a Launch Module projection stone. There's a nearby blank wall and the projection pool, both with plinths and an empty spot. You should be able to figure out what to do next. Not far away is another stone, the Giant's Deep Projection Stone. Do the same as before with this one. At the other end of this room is a circular pad with three gravity crystals. Go step on it. Up on this floor(now the ceiling), you'll see three tubes with spheres. Move each sphere to have some floating disks of text appear. You'll also see an image appear in the middle of the space. Read them all to get a new entry into your ship's log. Then head back to the main hub. We'll go to the Launch Module next, but we can't do that from inside. There are two ways to get to it;
  1. Go down the missing Probe Tracking Module tunnel and you'll see that there are only two glass enclosures, one you were just in and another.
  2. Go back to your ship and fly out of the gravity well, search the two glass enclosures for one that has a gaping, cracked hole in its surface.
Either way, you're looking for something like this: Jet into here (there's no atmosphere, so no gravity) and near the projection pool, you'll find a floating Control Module Projection Stone. On a low bench nearby is a Probe Tracking Module Projection Stone. Rinse and repeat. After all this, the info you should now have should point to the next logical step, Giant's Deep.
Giant's Deep
The things you've found out from Riebeck and The Probe Canon have more than likely led you to Giant's Deep. When you're ready, punch through the green stormy atmosphere. There are five islands on Giant's Deep, four you can immediately see or find, and one you can't. Somewhere on the water, you'll see the real-life version of the cyclones that you might have seen the model of, if you went to The Southern Observatory on Brittle Hollow. Either way, one of the first places we're going to go is looking for a fellow Hearthian explorer. You can use your signal scope to find an unknown signal; it will sound like a flute. Or you can look for an island with smoke coming from it that looks kind of like this:
Gabbo
Depending on where the cyclones are, it may be difficult to find, but land on the open ground, and go through the archway. You'll find Gabbo lying in a hammock. Talk to him about everything. If you're visiting him on your first loop, you won't have the option of talking to him about meditation. But if you've seen the end of all things more than once, then one of the chat options will be asking him how he deals with the time loop and everything that results from it. He'll tell you he practices meditation and that he can teach you how to. After this, you'll be able to meditate to the beginning of the next loop, which could be useful if you've gotten yourself stuck somewhere. Once you've finished talking to Gabbo, you can go up the pathway, if you wish. Up there, you'll find a campfire to roast some melty mellows, if you need health, and some fuel for your jet pack, if needed. One of the places Gabbo suggested you might want to go next is the Nomai statue workshop island. If you're done with Gabbo, that's where we'll head.
Nomai Statue Island
He described an island that's in two parts with a land bridge between. There are two main places on this we can land, but we're going to land on the gravity platform (the blue, glowing square). From there, go up the nearby stairs and around the path a little way, and you'll see a stone in the water you can jump to. BEFORE jumping to this, note that the gravity around here is 2.0, so you'll have to use your jet pack to boost. On the other side, you'll see a door, but the outside sphere device is broken; no entry here. Instead, follow the walk around to your left to find some gravity crystals. The first lot goes up a ledge, then more take you around the base of the island and up the side of a cliff to some buildings. From here, go straight ahead and through the building opening to find some Nomai text. Exit this building via the top doorway opposite where you came in and head over the arched land bridge. On the other side, you'll find a teleport, and if you follow the yellow line towards the centre, another Nomai text. Head back along the bridge, but don't cross all the way over, cause we're going to jump off! Do this on the side of the gravity square, and if you go deep enough, you'll find that you can go under the island! When you come up, there's a beachhead immediately to your right that you can use to get out of the water. Just near this is the other side of the entry door with a working sphere. Open this, if you wish, to make it easier to get back to your shuttle. Back to the left (facing the door), if you walk along, there's a little drop-down jump, and on the other side is a mural. Across from this is a statue like the one you would have seen in the museum. Continue up the stairs and grab the Ash Twin projection Stone. There's a blank wall and a projection pool nearby. I shouldn't have to tell what to do with those. Across the water, there's an upper ledge, you can't reach by yourself or even with the jet pack due to the gravity. If you've stayed in here long enough, you might notice that this chamber gets filled with water when the cyclones pass over. Use this time to get yourself to that ledge, and you'll see a blue glowing circle that activates during the passing of the cyclones. I'm going to call this a "stasis circle." Hop into this to be held still until the cyclone passes, then you'll drop to the ground. There's a scroll in the nearby wall. Once you've read that, we're done here. Drop down into the water and make your way back to the exit door. There are three more islands we can explore on Giant's Deep, one is where your trail goes next.
Construction Yard
Once back in your ship, fly up off the ground and go searching for an island with a lone tree and a circular-looking construction coming out of it. Land on the gravity square and go down the nearby stairs. There's a scroll nearby. Just out beyond this, you'll see a huge ring; you'll also notice some gravity tiles going up around the inner circumference. Hop onto the ones on the right; there's a broken bit on the left side. Walk up the circle and over to the left side; there's a Brittle Hollow Projection stone over here. Walk back up the tiles to the other side. There's a cool mural on the wall. But further down is a blank wall with some plinths in front of it; I believe you know what to do. Further down is a Nomai computer with some text to read, if you wish. Then, nearby is another projection stone. Now, most of this, you might have read before; in fact, if you've been following this walk-through, then you WILL have read ALL of this before. That's OK. Three islands down, two to go.
Giant's Deep Pt 2
Bramble Island
This island looks much like the branches of a tree have grown out of an ice patch And yes, there is something note (or rather ship's log) worthy on this island. So land on the icy land part and make your way to an entry that goes into a tree branch. You'll get a warning about the presence of ghost matter, but don't worry, follow my instructions and you'll be just fine. Keep going until you get to a gap in the wood. Note that the gravity level here is 2.0, just like on the Statue Workshop Island. Keep this in mind when you jump across: don't be afraid to blow the cobwebs out of those jet pack thrusters. Now keep going until you see an opening on the right side. Once again, jet across this at maximum thrust, now make your way forwards, you'll get another notice warning about ghost matter. If you use your scout and fire at one of the trees, you'll see the sickly green glow mostly around the trees. You can go around the very left outside and bypass it. Make your way to a clearing to find a Hearthian recording. You should now have visited; Gabbo's Island Nomai Statue Island, The Construction Yard (island) and Bramble Island. Only one more, it's the one you can't directly see, it's covered in its own section,
Giant's deep, The Depths
All the things you've learned so far have led you on a trail that now leads us to believe that something, indeed, might be under the surface of Giant's Deep, but how to get there? If you've gone deep enough under the surface, you'll notice there seems to be a tidal current that keeps you from going down too far, so how do we get to what's below? If you went to The Southern Observatory on Brittle Hollow, you might have learned about a bizarre phenomenon on Giant's Deep, that phenomenon is that one of the cyclones spins the opposite way to all the others. A little experimentation will lead us to learn that the spinning clockwise picks us (and pretty much anything else in its path) up and throws us/it into space. So what does the one spinning anti-clockwise do? The easiest way to find this cyclone to find out is to look at their tops; this is where you'll be able to see clearly which way they are spinning. Find and fly up near the top of the one that's going in the opposite direction to the others. Once inside, you'll get thrown down under the surface of the water.
The NEXT part can and probably will be quite challenging.
Below you, you will see a big, blackish orb. All around the outside of this, there appear to be sparks of electricity. Don't get TOO close, it WILL short out your ship and possibly cause it to blow up! But the clues and texts we've found say that SOMETHING has somehow gotten down into there. There is a way. You'll see orange jellyfish coming out of the blackish orb. If you get your ship near one as it's rising upwards and time it right, you can quickly duck out of your ship (make sure you have the suit on first) and get under the jellyfish. Then, CAREFULLY moving upwards, go up inside the fish until you're in its head. Now use your jet pack to keep yourself in place until it drops back down and takes you safely past the electrified barrier. Once down here, you'll see a coral jungle and a smaller sandy coloured orb, which is the planet's actual centre. But the main thing you'll see, because it's the ONLY source of light down here, is the Probe Tracking Module that broke off of The Probe Cannon in space and somehow got all the way down here. Work your way around to the broken arm end and up to the sphere-activated door. Once inside, you'll see a basic replica of the module you entered in space, if you went to the Probe Canon Station. The surface with the viewing pool, I'll once again call the floor, and the other surface, the roof. Down on the floor, there are two projection stones as well as the blank wall and the plinths in the projection pool. Once done with these, again, probably nothing you didn't already know, use the gravity crystal circle to flip to the roof. Using the sphere, guide it up, across and into the two different arms. As you do, a visual simulation will arise from the middle. Also, more Nomai computers will rise to give you information. The third one will reveal some REALLY astonishing information, the coordinates for The Eye Of The Universe! Pity we can't read them! WOW! What a shocker! We're finished here, so head back out and you should be able to just float up through the barrier (I don't understand how this works, I tried to ride another jellyfish out, got zapped, nearly died and found myself floating outside of the barrier but under the current.)
Giant's Deep Tower Of Quantum Trials
If you're up for a bit of a challenge, there's one last thing you can explore on Giant's Deep before you leave. You've obviously, by now, seen the small cyclones and maybe even been down the opposite turning one. But have you seen the mega huge cyclone? How come, unlike the others, it doesn't seem to move around? We're going to go check it out, because curiosity killed the cat, and we're not a cat, so we should be fine, right? Fly your ship up near the top of it. You can't just punch through the side with this one; it's a huge, powerful mutha. And then down inside, quickly use your stabiliser retros to orient yourself, and you'll see a tall tower. Land on the shore in the gravity well square, you'll see a pool of water, but there's nothing of interest in there. So instead, follow the path up the hill. Up the top of this, you'll find a Nomai text sign and an elevator beam. Ride this up, it goes a fair way. Once you land, you'll see a pretty much empty space with an archway and another sign. There's a hole in the floor under the archway, so go ahead and drop down it. Don't worry about fall damage as a beam catches you and lowers you down gently. Now you're at your first trial.
The First Quantum Test- Seek The Wandering Arch
By now, you should be slightly familiar with quantum objects, like the stones that move when you're not looking directly at them. So this trial should be a breeze. Otherwise, here's the solution: There's an archway that moves when you're NOT looking at it. Find that archway and keep your vision focused on it. Once you have figured out the objective, you'll find a hole in the floor under it. Drop down to the next level. This is one of three intermediary levels, meaning there's nothing to do here; however, if you look around the room, you might find a quantum shard that you can add to your signal scope. Identifying as The Island Shard. Drop down through the hole. On the next level is your next test.
Observing A Quantum Object
There's a Nomai text sign that reads: Observing a Quantum object; observing the image of a Quantum object. These are the same. Use this clue, and what you've learned from the last test, you know what you're looking for, but what to do with it? Here's the solution: For this one, find the wandering archway, then, keeping your vision on it, use your scout launcher to shoot a scout either onto or near the archway. Without looking away, take a snapshot and make sure that you can see the archway in the snapshot. Once you figure out what to do, go down the hole in the floor. 2nd of the intermediary floors, the Quantum Shard, again, drop down. This is your third challenge/test.
The Arch And The Crystal
There's another Nomai text here which tells you that the arch and the gravity crystal DO NOT naturally meet. Use your knowledge of what you've learned so far, along with this hint, to figure out how to pass this test. Here's your solution: For this one, find the arch first, keeping your vision focused on it, use your scout launcher to launch a scout to land on the wall near the arch, make sure that ONLY the arch is in the snapshot. Keeping this open, move away from the arch back out into the middle floor a little way until you can see the other three different alcoves. The gravity crystal should move behind you. walk backwards until you're picked up by the crystal and walk backwards up the wall, continuing to look at the ground. When you've figured out what to do, drop down through the hole. Third and last intermediary room, Quantum Shard, again. Drop down. The last challenge.
The Last One
Yep, appropriately named. Read the Nomai sign: This is The Last One (But we've made it harder.) If you look around, you'll eventually see three gravity crystals; however, ONLY two appear on any one wall at any time. What can you do with this knowledge and what you've learned from the previous trials? Here's your solution: You need to get the bottom and middle crystal on the same wall at the same time, that's your start point.

Now fire your scout between the two and aim its camera so it's ONLY looking at the bottom crystal.

Walk towards the wall, keeping the snapshot open and your vision on the middle crystal.

Go up the wall and stand as close as possible to the middle crystal.

Turn yourself so that you can ONLY see the middle crystal.

Now turn the scout's camera away from you so that it's looking at the floor.

And so it loses sight of the bottom crystal.

Turn it again until it shows you standing on the wall. You should now be able to see the top crystal.

Continue up the wall with that image open.

Up here, find the wandering arch.
Once you've figured out what to do and have done it, drop through the last hole. You'll end up in a big room with The Quantum Shard, a mural. And a text. Read it to discover that you've just been testing The Rule of Quantum Imaging. When you're ready, drop down through the hole to land in the pool at the base of the tower.
Giant's Deep Achievements
There's only ONE achievement that can be gained here, the appropriately named Deep Impact
Deep Impact
Here's the description of the achievement: "Enter Giant's Deep ocean fast enough to break through the current." There are a few areas of discussion on how to ACTUALLY get this achievement. These discussions seem to split into three theories:
  1. Velocity; fly towards Giant's Deep fast enough to break through the current.
  2. Get flung under; find an island that gets picked up by the cyclones, get underneath it BEFORE it gets picked up (or while it's in space) and wait until it comes crashing back down.
  3. Gravity Canon and Nomai vessel; this one requires a bit of snoozing and some good timing.
Here's the thing: Velocity, you need to reach a certain speed per metre BEFORE entering Giant's Deep's atmosphere, or you won't be travelling fast enough to break the current. There seems to be an FPS (Frames Per Second) factor that could affect whether your device will make this work or not. There's ALREADY one guide explaining how to do this, but maths and physics make my head hurt. Getting Flung Under, This method seems to rely on sheer stupid luck, timing and ballsy as heck piloting skills (mainly to stay attached to the bottom of the island as it gets flung into space!) There's also a guide, with a video showing how this was done, but for me, my ship either drifted away from the Island while in space or didn't get pushed down far enough. Gravity Canon and Nomai Vessel This method RELIES heavily on timing. I believe there is ALSO already a video guide showing how to do this, so I won't repeat that here. For me, I must be getting the timing just a little off (even a second seems to make a difference), or the vessel doesn't reach enough speed to ACTUALLY break the current. I'll admit, I HAVEN'T got this one yet. It IS a notoriously hard achievement to get. But if you DO manage to get it, you'll unlock:
Ember Twin Pt 1
Once again, the breadcrumbs you might have been following have led you to somewhere else, where this time? You've started off from Timber Hearth, gone to its moon, gone to Brittle Hollow and found the clues and pointers there, from there to Giant's Deep, Giant's Deep's pointers have shone a great big (maybe not so obvious) arrow on Ember twin (as well as a heap of other places, but we'll get to those.) So, where do we start on Ember Twin?
Ember Twin
Ember Twin and its, well, twin planetoid Ash Twin are two places that NOT only rotate around the Sun BUT also around each other.
The Thing About Sand
Within the first minute of ACTUALLY getting to Ember Twin, you'll notice ONE unmistakably MAJOR thing (apart from the fact that most of the planetoid is full of canyons, and its two halves are only held together by one bridge.) The Sand Column. Yep, within the first three minutes of ANY (and every) loop, Ash Twin starts dumping its sand load into Ember Twin. And if you've ever been to the beach, you'll know that sand tends to get into EVERY little nook and possible or impossible cranny that it can get into, and usually, you're still trying to get it out four days later. This is NO different. Ember Twin fills up with sand! And since A LOT of things that you need to do on this little Planetoid require going into caves or low places, that means that you're NOT only going to be fighting time, but also sand!
Chert's Camp
One of the first things we want to do on Ember Twin, thankfully, DOESN'T require going down into the depths. At the very start of a loop, take off from Timber Hearth and fly towards Ember Twin. Note that Ember/Ash Twin is always near the sun, so just head kind of towards the big glowy thing. You can find Chert in two main ways, either;
  • Take out your signal scope, tune it to "Outer Wilds Ventures" and listen for an unknown signal coming from Ember Twin (it's the sound of drums.)
  • Or fly to Ember Twin and look for the smoke coming from a rock island.
Either way, you'll see something like this; Land nearby and go talk to Chert. Now, Chert, can sometimes get in a bit of a mood, so if you talk to him and he just keeps telling you that the sun is dying, maybe try leaving, fly around a little bit, or snooze at his camp fire, meditate until the next loop, however you do it, get to a point where you can talk to him about OTHER stuff. Chert has a fair bit of useful information, including a list of places that you could go while on Ember Twin. Once you've exhausted your chat options with Chert, you can talk to him again. You might want to do this next part at the start of a new loop. Skip every other chat option until you get to a point where you can say, "Just saying hi!" Now doze off at the camp fire for NO less than sixteen(16) minutes but NO MORE than eighteen(18). Wake and speak to Chert again to find that he's rather in a state of bother, he's been there the whole time watching the stars overheard blink out one by one as they go Supernova and has come to the grim realisation that our star is next! In this bracket of conversation, choose the option, "Why are the stars dying?" for another ship's entry. Then doze off a second time until you are woken up by the game, speak quickly to Chert one final time, he's gone catatonic at the thought that THE SUN, OUR SUN, is about to go Supernova. End the conversation with whichever platitude you wish to offer. I personally chose, "if it helps, we're not really going to die, cause we're stuck in a time loop." Either way, he won't say anything else to you, your ship's log will update, and you can sit and watch the sun go Supernova.
Quantum Caves and wandering Cave Shard
Pull out your signal scope again and flick through the frequencies, pointing it roughly back towards the other side of the rock bridge you crossed, but down a little, you should pick up another unidentified signal. Walk back over the rock bridge and look to your left and your right. You'll see two cave entries with Nomai-constructed archways. Both contain a message about a Nomai named Coleus who went to find the Lakebed Cave and disappeared. Although if you go into the right side entry you'll see a hole in the ground filled with jabby-jabby cacti(not good for your space suit), a set of stairs going upwards with another cactus on it and a tunnel to the right, if you jump/jet over to the tunnel you'll come out to the broken bridge between the two halves of Ember Twin. Back inside, jet over the cacti on the stairs and follow the tunnel to a text on the ground (Missing Coleus text) and a scroll in a wall. Exit this cave, making sure to miss the cactus and go up over the rock bridge, into the LEFT side cave(as you're facing away from Chert's camp). Go as far as possible to find the second missing Coleus text and quickly turn around. Right behind you should be a huge black rock! Aaaaargh, don't creep up on me like that! Keeping your eyes on it, step backwards, take out your signal scope, and aim it at the rock to get Cave Shard. We're done here.
Ember Twin Pt 2
Quantum Moon Locator
After talking to Chert, one of the places he might direct you to is the second Nomai escape pod, it's on the South pole of Ember twin. There's a structure directly on the South Pole that looks like this; Land near it and read the scroll in the wall. Just to the right of this scroll is a doorway. Go through the opening and jet the short way across. Over here is another scroll, and a recording. That's all there is for this location. Not far away from The Quantum Moon Locator, you might see a familiar blue light shining up into the sky. Jet over to it and use your signal scope to discover Nomai Escape Pod Number 2
Nomai Escape Pod 2 and Sunless City Cave
You should already know what a Nomai Escape Pod looks like by now, but if you haven't been to the one on Brittle Hollow and are wondering what to look for; Land near it, jet up and go through the entry. There's a recording just inside the door. Read it if you wish. Continue down to the blue glowing thing near the main viewing window for the ship's log. Continue down to the last floor to find the exit door blown open and another recording. Exit out, and on a nearby wall, you'll see some Nomai Text guiding you into the caves and giving you instructions to follow the texts. This is ONE entry into The Sunless City; however, these caves are not only confusing, but filling with crushing sand and also twisting, turning paths that'll have you disoriented within moments. If you want to go that way (we're going a different, easier way), then just keep reading the Nomai Texts. There's one about a rock cave-in that the Nomai think could be interesting to come back to, another about a monstrosity at the end of the path. Across a small gap is another text above about an oxygen point(which you'll need, if you're going this way).
Lakebed Cave
Since you've more than likely taken a bit of time talking to Chert and exploring the Quantum Caves, you WILL want to restart a new loop; you'll quickly find out why. The best way to QUICKLY find the Lakebed Cave is at the start of a new loop, quickly go up to your ship, go to the ship's log computer, go into map mode and find Ember Twin, cycle down the rumours til you find Chert's Camp. Now you'll notice that you can highlight its location on your HUD. Use this and your auto-navigate to go to Chert's Camp, but don't land on the top; instead, because your ship has brighter, better lights than your suit does, use your landing camera to lower yourself down into the canyon. Eventually, below your camera, you'll see a hole in the ground. Land and drop down this with your suit on (obviously.) Once you drop down into the hole proper, you're gonna have to move quite fast, and you're going through an almost maze-like cave with very little light. Use your scout launcher to give you extra light, and weave your way through the cave. If you come to stalagmites(and/or tites) quickly back around the rock and find another way. Eventually, you'll find a column of sand falling (a sandfall??), walk through it, and you'll see a low ledge you can jet to up to. Now continuing to use your scout for extra light(you'll need it), there's a series of ledges and standing stones in or next to the stream of falling sand. Keep going up until you can see an opening on the left side. Jet over to this and make your way in, there's another sandfall, step through and make your way upwards in a left twisting spiral. You'll come across cacti and stalagmites a lot! But thankfully, these are quantum objects; the simplest way past them is to quickly flick off your helmet light and flick it back on. Then you'll get to some stone steps, up you go, one last sandfall, step through, and you'll find a dead end, a note from Coleus' friends and a quantum switch (it appears after you've entered.) Read the notes and turn on the switch, do a few turns until a black rock (the Cave Shard) appears on a ledge just over from the switch, a bit. Using your scout, launch one just above the rock and aim the camera so that you can see ONLY the rock. Flick the switch(it doesn't matter if you're not looking at the shard as long as you HAVEN'T closed the feed your scout is showing.) Now jump/jet on top of the rock, recall your scout and shut off your head lamp so that it's completely dark. Turn your lamp back on again. You're NOT in the original cave you started in! There's only one thing in here, which is a text on the floor. Translate it, quickly, because you're probably running out of oxygen by now. It will update your ship's log. Thankfully, we're done here and we DON'T have to come back! Either die from oxygen depletion or meditate until the next loop to get out.
Ember Twin Pt3
A very short section, mostly focusing on The Gravity Canon because I ran out of room in the other sections. We're going to head to The Gravity Canon first.
Gravity Canon
If you've already been to Brittle Hollow, then you'll know, by now, what a gravity Canon looks like. To me, it looks like a giant hollow needle, pointing up into the sky. Land near it, and jet down to either the landing platform or the ground. Watch out for the cacti! There's a set of stairs going up to a tuning fork-looking device (you'll be familiar with if you've been to Brittle Hollow). If not, read the floating disk to learn that the shuttle is currently on the comet. Then go over to the controls, reading the text (if you need to), the right text says "call the shuttle home." And the left, "activate the canon." For now, look at the orb and move it up into the right side arm. A Nomai shuttle will appear on the landing pad. Go up to it and enter via the beam. To your right is a Nomai recording. Read through the text, if you wish. Unless you want to try flying the shuttle, then we're done in here. Exit and go back down to the controls. Move the sphere up the left arm this time to have the shuttle take off and receive a ship's log update. If you haven't already done the achievement involving a gravity canon, then here's a perfect opportunity. Before you go down the stairs, you'll notice a doorway with a sphere activation lock. The sign next to it points towards The Sunless City, but if you go in a step or two, you'll notice that the path is fully clogged by cacti. Nope, we're NOT going that way either.
Ember Twin-Sunless City Pt1
I decided to give The Sunless City its own sections, cause there's a fair bit to it. Hovering just above the surface, you'll notice, quite near the Gravity Canon, there's a kind of U-shaped rocky outcrop. If you land near this and carefully drop down a little way, you'll see a hole in the side. There's a doorway down there. And an open doorway inside. This is the EASY way, to The Sunless City Go through the archway, and you'll come across a building ahead of you and a deep gap slightly to your right. The house looks like it's covered in crystals, and you should get a warning about the detection of ghost matter. If you've been curious or silly enough to want to know what Ghost matter does, you'll know that walking into it seriously harms your health. Don't fret! Relax! There is a workaround! Take out your scout launcher and fire a scout at the wall of the house or at the wall next to the house. Now, using your snapshot feature, rotate the camera around as much as possible. You should be able to see a green glowy substance in the picture feed. This is what ghost matter looks like through your scout's camera. You'll see that the doorway to the house is completely inundated by ghost matter. Look more to your right to see a ledge with crystals. Repeat the former process to see that there's no glow over here. Jet across and turn back to the opposite side. Rinse and repeat. Once over, go past the house, go up the stairs to an orb-operated doorway (if you're following this guide, you will have seen one just like it before.) Move the orb up and across to open the door. Going a little way in, you'll see a huge, mostly dark opening. A sandfall is to your immediate right, and there doesn't seem to be much else, but wait, what's that? Just over the other side of the dark, open gap is a collection of trees. Jet, carefully over to have your oxygen refilled. On the back wall, you'll see a Nomai Text. Read it if you wish, and then turn around to find a set of stairs leading down to four sphere-activated devices. Each one has a Nomai text name. In no particular order:
  • Eye Shrine District
  • Anglerfish Overlook District
  • Stepping Stones District
  • High Energy Lab
We'll start with the orb on the far right.
Eye Shrine District
Move it upwards to see the lights come on in part of the cave. You should now be able to see buildings. In the lit section of buildings, you should be able to see a gravity beam going upwards. We want to head towards that. Fly over to this building and head up all the stairs until you reach a doorway you can open, which should be like the ones on the Giant's Deep Statue Island. You'll get a warning about ghost matter. Open this door if you wish, ahhh, there it is! Ignore this door and jet to the roof of this building, continue up more stairs until you reach a second door (exactly like the one below, without the warning). Going through, once it's open, you come to the inside of a building seemingly filled with ghost matter crystals. BUT, it ONLY appears that all that you see before you is ghost matter. If you remember the trick you used to get into this place in the first place, then this next part should be a breeze. Do some platform jumps across until you see a gravity beam. For those who can't remember, take out your scout launcher and fire a scout at the house wall opposite your current location, using the camera function, scroll around the room. You'll see a ghastly green glow, mostly on the floor. This is where the ACTUAL ghost matter is. Avoid this as you ledge hop across, and you're fine. Jet over and ride this up to some trees and a text next to a doorway. Another on a back wall. Since we have to go up the stairs anyway, go up and read the texts on either wall Now turn around and look up until you see a hole in the top right corner of a wall. Jet up and through this to find yourself back outside the building. If you follow the path to the right, you'll find the doorway where you originally entered into The Sunless City. To the left is a pathway leading back down to the tree grove and the controls. Either jet or walk your way back down there.
Anglerfish Overlook District
To make it easier to distinguish between the districts, once back down at the controls, turn off the lights for the one you were just in. Now we're going to raise the sphere in the far left pipe for The Anglerfish District. You'll see a part of the city light up. Jet up to the door and open it. There's a staircase to your right, go up that to see a gap in between and overhanging rock and a lower rock with some Nomai text above. The script is useful. Now take out your scout launcher and fire a probe into the opening, you're aiming to get your probe INSIDE the fish's mouth. Check with the camera if need be, but don't recall the scout just yet; you can put the launcher away, though. Exit here and back down to the controls. Once more, turn off the lights.
Ember twin Sunless City Pt2
Now, using the pillar second from the left (the switch sign says "Stepping Stones District,) move it upwards to illuminate a new part of the city. Make your way down to the big doorway, but don't go into it just yet. Instead, go into the building right next to the door and up the stairs there. Keep walking along until you find a room on your left. There's a text on the floor. Exit this room to the left, and you'll see an overpass. Jet up to it to see an open room to the left and a path to a broken sphere-activated doorway to your right. Go into the room on your left for another text. Now, exit the way you came in, drop back down and exit the walkway. Go to the big door and use the orb to open it. You'll see in a moment (or maybe you won't, cause it's really dark) why this is called The Stepping Stones District Follow the natural pathway to a cliff edge, you'll see just ahead of you, a stone you can jet across to. Go right, around the outside of this, following the marker for your scout. You'll come to another gap. Just ahead of you, you might be barely able to make out a step jutting out of the rock column. If you fall, don't stress too much, as this pit is filling with sand! For once, that's a good thing cause it covers up the cacti down there! Once up on this step, look directly upwards. You should now be able to see the light from your scout and what looks like the inside of the fossil's head. Jet up into this until you're standing inside its mouth. Move around the teeth and exit the fossil to find a text on the ground, try not to notice the Nomai children's skeletons :-(((. Now to getting out of here. Look up above the fossil to see a gravity beam. Jet up into this to be carried up. Up here, there are only two things: a wall scroll; And a sphere-activated door, open it to get back outside.
High Energy Lab
Start this one at the beginning of a new loop. If you haven't marked The Gravity Canon on your ship's computer's map mode screen, then do so; it will make it easier to get there quickly. Once back at the light pillars, turn on the only pillar you haven't flicked on yet. Looking down, you'll see a lit section right near the bottom of the giant crevice that this place is built in. There are some stairs over by the far wall and a ledge low to your right. Get down there and open the door. You'll find yourself in another twisty-turny cave, but this time you have help, of sorts. See that blue pulsing, glowing thing running along the wall; if you follow it, it will mostly help you to find where you need to go. So follow it for now. You'll get to a pit with a sandfall, and on the other side are cacti. Urhg, spikey! Here, you have to play a little game of patience and wait. If you try to fly through and over the cacti, the sand will just push you either down or into the cacti. This is one of those few times you wish you could make the sand go faster, but don't worry, we'll have plenty of time to make it before the sand gets all crushy! Once the sand is over the yellow flowers, go quickly across and look for a set of cacti to your right. Here's one place where the light rope is misleading. If you follow it to the left, you end up in a dead end, and with the sand rising, it could really be a DEAD end. So jet over the cacti and keep going. On the other side, look up to see the rope light, but go to the left and then quickly to the right around a rock to find an elevator beam to get us out of this nightmare. Turn to follow the light rope and see that it goes into the roof. There's also an elevator beam here, but it's coming downwards! Pass it and the side windows to the bottom of a dilapidated, broken building with an angled floor. Go up this and turn again, looking upwards, there are two other building parts you can scale upwards, but above them is a third elevator beam going upwards. Jet up into that. Ahhh, blessed fresh oxygen! A little walkway ahead leads to a wall with some strange cavities in it. Ignore those and turn to head up the stairs. Up on this floor (1st floor), you'll find a glowing pillar beam, a scroll in a wall and another on the floor nearby. Read both scrolls if you wish; they will update your ship's logs. Now go up the stairs to the 2nd floor for another two scrolls and a mural. These scrolls tell you mostly about how the Nomai built warp points to all the planets where they needed materials for their device. The murals are the visual representation of those warp points. There's one last floor, it leads to a sphere-activated doorway (I didn't bring you all this way for there to be another way in; this door is broken on the outside.) Exit through the opening and you'll find yourself out near the giant solar collector. There's also a text on the ground that will update your ship's log. You can read the text signs that are nearby if you want, but they're not much use. You might think we're done here, but no. There's one more thing to do here, and that's grab an achievement.
Ember Twin Achievement
POSSIBLE ACHIEVEMENTS
You've Met a Terrible Fate.
For that, head back down to floor 1. If you read the scrolls down here, you'll know that the giant glowing pillar is an energy transfer device; currently, it's feeding energy to the Sunless City. But the scroll also said something about an experiment? Right? Move the sphere ball at the base of the beam around to the other side. You'll see the power lines have now moved to going down towards the cavities on the wall. Above that is what looks like a slot with an orb control. What's that for? If you move the orb along the track, it opens a window. Approaching it, you'll see a message pop up telling you to launch a scout. Didn't the scrolls also say something about White Hole Cores and Black Hole Cores? There are some diamond-shaped things to your right, some with white dots, some with black. How do we put all this together? Here's how to get the achievement: Take one white hole core (diamond with white sphere in the top)(it doesn't matter which one.)

And one Black Hole Core, (diamond with black)(again doesn't matter which one.)

Put one in either wall cavity (no specific placement as long as one is in each space).

In the window in front of you, should appear one white hole and a black hole.

Take out your scout launcher.

The next part needs to be done super fast.

Fire a scout into the BLACK hole and watch until it exits the white hole, then quickly yanking out the black hole core( I found this worked by just firing my scout into the black hole, then whipping out the core.)

If done right, you'll get a message saying, "Congratulations, you've just destroyed reality!"
If done right, you'll unlock: The Game will end, the credits roll, congratulations, you've reached the OFFICIAL end, but if you want to get other achievements later on, then you'll need to keep exploring!
Interloper
BEFORE we got to Ash Twin, we're going to make a slight detour and have a look at The Interloper.
The Interloper
Streaming through the solar system is a comet called The Interloper. The first part of our exploration on it can be done at just about any time during the loop, although you will want to get it done BEFORE the end part of the time loop. How do we find a comet hauling ass through space? At the start of a loop, the comet will be coming through on the other side of the sun, so jump in your ship and head to Dark Bramble. Since you haven't been to anything on it before, you won't be able to highlight it until you're in space. Set your auto navigate, but cut out way before you get close because we're going to hang a left anyway. Now you should be able to see the comet better; your system should also be able to pick up "The Interloper" if you wish to target it and use auto-navigate once more. BE CAREFUL!!! This comet is rocketing through the solar system at breakneck speed. So make sure you cancel your navigation and start applying the brakes AT LEAST ten (10 Km's) away from the comet or you're going to get a very sudden, face full of comet! Land wherever and head towards the tail for now, again, taking it carefully, the sun side of the comet has a very low gravity, and the tail side has no gravity whatsoever. In amongst the spires of rock, you'll find a buried, frozen Nomai shuttle. You can't enter the shuttle for what should be obvious reasons. But you'll find a recording on the ground nearby that you should translate for a ship's log entry. We're done on this side. You can try this next part while you're already on the comet, if your ship hasn't been blasted off by passing so close to the sun; otherwise, waiting around until the comet gets close enough to the sun a SECOND time will chew away most, if not all, of your oxygen. So maybe just meditate until the start of a new loop, or go to the main menu and restart the loop. If you restart, when you get back to the comet, (you'll have the frozen Nomai shuttle on your ship's log map now, so highlight that to make re-finding the comet easier the second time.) Land on the sun-facing side. You're looking to land near some very specifically shaped depressions in the rock face. Land carefully, near these. Now, we play the patience game again. It's hard to tell how much time goes by before the comet gets into the right spot for what we need next, so that's why I suggested you do this at the start of a new loop. Watch the sun until it starts to get close, and then quickly watch the ice gaps in between the rocks. As the sun gets way too close for comfort, the ice will melt and open. Drop quickly down into the cavity below. From here, there's only one way to go: follow the ice tunnel downwards. You'll come across a tunnel to your right, and a warning about ghost matter. If you fire your scout near it or into it, you'll see a quick flash of green. Go past this until you get to four tunnels, a tree and a Nomai recording. Translating the recording is ABSOLUTELY ESSENTIAL here because it tells which tunnel to choose. Take the one TO THE LEFT of the tree. Alternatively, fire a scout quickly down or near the others to find Nopedy, Nope, Nope! Once in this tunnel slide down SLOWLY there's a hole at the bottom you DON'T want to be going into. On the other side of the hole, slide around the outside, and you'll find a spot you can stand without continuously sliding. Now with your scout launcher out, look up and fire a scout to the roof above you or wherever the scout will stick. With the added light from your scout, you should now be able to see a ledge to your right, Jet up here and you'll see a wide, blue-ish tunnel entrance. Go into this carefully because a little way down there's a split in the path. Fire your scout quickly into each side. On the left, you'll see a register of green plus a (!) warning sign come up as your scout passes. Take the right tunnel. You'll come to another branch, do the same again, quickly fire your scout, and it will tell you which tunnel side is safe. Take the left side tunnel. At the end of this one is another hole in the floor you DON'T want to go down, instead look for an opening up and to your right slightly. Up in here, follow it until you find the body of a Nomai stuck in a crack in the floor, oops, guess he's/she's not making it back to the shuttle any time soon. Go down through the crack to a zero-G area, welcome to The Ruptured Core! Down here, you'll find a floating Nomai and another recording. Translate this to find out about the origin of Ghost matter and some other stuff that will update your ship's log. Since getting back out of here is near impossible, either meditate or reset via the main menu, back to the start of a new loop.
Sun Station
Sun Station.
This is a very difficult, timed puzzle, that needs to be done rather quickly. I start this by dozing off at the camp for no more than about 45 seconds, max one minute. The reasons will become blatantly obvious. Jump in your ship and take off, do a 180-degree turn(look for the sun) and find Ash Twin/Ember Twin. You can set your auto-Nav if you want, but be careful, cause this takes you on the MOST direct course, which could have you blasting straight into the sun! Move around previously said sun and auto-nav again for Ash Twin. The Sun Warp Station is probably the second-most structure to start being uncovered by the sand pillar transferring to Ember Twin. You're looking for something like this, but you NEED to get to it very early in its unburial. You'll see an open doorway start to reveal itself on one side (not the bridge side), quickly get into this AS SOON AS POSSIBLE AND DON'T STOP MOVING! To your right, you'll see another doorway. Quickly, in here, the walkway is covered with Cacti, and that's why this is a quick-moving, timed puzzle. Keep going, towards the end, YOU WILL UNDOUBTEDLY GET A SUIT PUNCTURE, fix it if you can, as fast as possible, and head towards the elevator/gravity beam. In here, you'll notice a sphere-activated doorway, unfortunately broken on the other side, but working on this side. Step into the middle of the square and look up. Wait until the sun passes overhead and the small thing orbiting it gets overhead. Thwoosh! You're now on/in The Sun Station, but no time to rest, you're burning oxygen! If you look down quickly, you'll see the warp point. Ahead of you is a gravity wall; you will have seen these elsewhere by now. Quickly jump onto it and move that tail. To your left is a Nomai floating disk recording. Bypass that for now (or read it if you have the spare oxygen) and go to the wall ahead with a Nomai Text and a movable sphere. Guide the sphere through the maze, and, in one of the coolest sequences of the game, a door will blow open into space. Ahead of you is floating debris, and slightly across the way, you'll see another section. Step out and float, GENTLY,, and I can't stress that word enough here, move yourself towards the other section. Once you get close enough, you should be able to velocity match and move towards the opening. Go in here for some wonderful, refreshing oxygen! Once your tank is refilled, you can go back across for that Nomai Disk text (if you haven't read it already). There's a Nomai text wall on your right. And just behind you, a rectangular opening in the floor, Enter this, clinging to the wall and make your way down to a big glass window, with an almost too awesome view, of the sun, as if you wanted to see it any better. To the right is a timer countdown set of disks. There's also a currently blank Nomai text wall, a projection pool, a set of plinths with an empty spot for a projection stone, and last but never least, a deceased Nomai holding a projection stone.
Sun Station Achievement
Hot Shot
Of all the achievements for the base game (not DLC), this is by far and wide, THE MOST DIFFICULT, FRUSTRATING AND POSSIBLY REPETITIVELY DYING achievement there is! The description for the achievement goes something like this; "Manually Fly To The Sun Station." However, there's a small catch in that description: you ALSO have to enter. Notice I added the word "enter." This means that it won't simply kick over if you just manage to get your ship to The Sun Station and land on it, YOU HAVE TO GO INSIDE! There is a guide I have seen here on Steam for how to do this, so I won't go into specifics. But if you DO manage to find a way to get your ship to the station and go inside, (note: the closed hatchway is NOT the side you want to go into for this.) then you will unlock;
Quantum Moon
By now, in your travels around the solar system, you've probably seen a spatial body that seems to be in many different places, including, but not limited to: Timber Hearth, Brittle Hollow Giant's Deep, Dark Bramble, The Hourglass Twins. It's not overly overrun with features, to say the least. In fact, it's light-ish grey, void of anything outside of its atmosphere and the only really noticeable thing about it is that it DOES indeed, appear in several different places. This is The Quantum Moon. During your wanderings, you've more than likely read up a fair bit about it from the Nomai explorers, including the fact that one ACTUALLY managed to land on it. Have you tried it yet? Gone straight through? So how do we land on a moon that vanishes when you're not looking at it and can't even seem to be landed upon? The answer here is in the Quantum Trials you MIGHT have done, if you're following this guide. In those trials, we learned about quantum objects and how sometimes, by taking a photo of a quantum object, you can hold it still! The next part reveals HOW to land on The Quantum Moon. If you've done The Quantum Trials, this should become obvious when combined with what you already know about quantum objects and their behaviours. If not, read on: First, finding The Quantum Moon. From Timber Hearth, at the start of a new loop, get into your ship and take off. The Quantum Moon MIGHT be near Timber Hearth, or might not. If you can't immediately see it with your eyes, pull out your signal scope and skirt around the place looking for an unknown quantum signal. Once you've locked onto that, head towards it, trying to keep it in your sight as much as possible. When you get close to it, DO NOT ATTEMPT TO LAND DIRECTLY ON IT, YET! For some reason, this quantum object behaves differently from others. Getting too close to it makes it intangible, and therefore, you pass straight through. So what do we do? Take out your scout launcher and take a picture of the moon. Yes, I do understand that you are still within the confines of your ship.

When you take out your scout launcher INSIDE the shuttle ship, you will notice a little square box pop up on your upper right side.

The picture you take with the scout appears in this. DON'T CLOSE THIS PICTURE!

Once you have a picture, keep the feed open. Now, you should be able to descend to the surface.

The Quantum Moon isn't actually that big and has very little other than a scattering of trees.

At first, you'll just see a deceased explorer (Not Hearthian but Nomai) and a recording. If you didn't already read this device on Brittle Hollow when you recalled the shuttle, then you WILL be able to do so here, but otherwise, you won't.

What else is here?

Doesn't seem like much.

But if you spin around a few times (once or more), a building should appear.

This is The Quantum Shrine, (yes, it's a quantum object that behaves like a quantum object and disappears if you're not looking at it.)


Once you have eyes on the shrine, go towards it and open the sphere-activated door. You should be familiar with his kind of door also, as you've undoubtedly seen one like it before.

On the left side wall is a single mural with three pictures, and on the right side wall, what seems to be icons representing the five planets/places that the moon visits.



So what's our purpose here? To find the sixth location.

Underneath the pictures on the left side are Nomai texts. Read all three to discover that they cover the three Quantum Rules. If you've followed this guide, then you will have learned all three.

Beside the pictures representing the planets is a sphere-activated switch, it lights up the room.[/code]
Quantum Moon Pt 2
Other things we know (again, if we've followed this guide). In the caves of Ember Twin, we learned that we can travel alongside a quantum object (the quantum shard) by getting onto it and being in the dark. Also, from the Tower of Quantum Knowledge on Brittle Hollow (the other side of White Hole Station after the collapse), we know that for the Quantum Moon to go to its secret sixth location, the shrine needs to be on the north pole of the Quantum Moon. So how do we move the shrine? Our knowledge of quantum rules should benefit here. We know the tower moves and disappears if we're outside of it and not looking directly at it, but what about inside? If you've gone outside, relocate the shrine and re-enter. Now close the door, turn off the lights and lastly turn off your headlamp. You should remember the quantum cacti and stalagmites(tites?) that disappeared when you flicked your light on and off, well, have a look at the pictures of the planets, when you flick your headlamp back on. Has it changed positions? Yes? Good! Without going out the door, if you open it on each assigned planet, you'll notice that the moon has changed slightly to match the planet. How does this help us find the North Pole? The method for getting to the Quantum Moon's North Pole is a bit convoluted and sometimes long. We start by going back inside and flicking your headlamp on/off again until the marker lines up with Giant's Deep.

Since each picture is a visual representation of the actual planet, Giant's Deep's picture will be the one with waves.

Once the marker is aligned with the picture, exit the tower and make your way as far north as possible until you meet the giant cyclone.

Now use the same method you originally used after landing on the moon to bring the tower as close to the pole as possible.

From here is a bit of trial and error.

I went to Timber Hearth next, it's the second icon from the very left as you look at the icons, kind of looks like a yarn ball with some knitting needles sticking out.

Exit, make your way to the North Pole, and spin-a-roony until the tower gets closer to the North Pole.

For some reason, I couldn't get the tower DIRECTLY onto the North Pole here.

NOTE: Don't bother trying Brittle Hollow or Dark Bramble.

On Brittle Hollow, you WON'T be able to get to the North Pole proper because of ice cliffs.

And Dark Bramble is obscured by branches.

Keep flicking and spinning until you can get a destination where the tower appears DIRECTLY over the North Pole.

This WILL require exiting, looking at your globe map, spinning and re-entering if it's not in the proper place.

Once the tower is DIRECTLY over the North Pole, re-enter the tower and flick again until it hits the very last icon on the right-hand side.

Exit.

You should now be on a planet? That has lots of weird-looking rock structures and formations. You'll see a kind of pathway leading towards the South Pole.

Follow it.

When you get there, you'll see a Nomai (yes, an actually alive one!)
Enter a conversation with them; there are only two choices, and it doesn't matter which one you choose.

They will then wave their staff device, and a set of symbols will appear on the wall to their right (your left).

To your right is a pair of stones that resembles the ones you've seen throughout the many places you've already been, for the projection pools and projection stone text walls.

Play around with combinations to uncover a HEAP of story-based info.

I won't go into detail about what it all is here.

There are four combinations that REALLY matter, and you might discover them yourself, but I'll put them here anyway.
  • Quantum Moon and Identify
  • Eye of the Universe and Identify
  • Eye of The Universe and Explain
  • Eye of The Universe and You.
Once you've done all this, that's all there is for here, so feel free to either meditate (if you haven't learned how to by now, why?) or exit to the main menu and restart loop
Dark Bramble
I'm pretty sure that I stated at the beginning of this guide that things MIGHT get hairy, we've had some hairy experiences so far. I'm pretty sure I also said that things MIGHT get scary. Well, unfortunately, it's time to face your fears and go to one of, if not THE MOST, scary planets there is, Dark Bramble. Dark Bramble was a planet that ended up with a strange plant seed landing either on or in it. This plant, like Jack's magic beanstalk from the fairy tale, grew and grew until it split the planet asunder. So, Dark Bramble now looks more like a giant floating thorn bush than a planet. If you've been following this guide, then you will have already seen some of Dark Bramble's likeness on Timber Hearth and Giant's Deep. Now we're going face to face, toe to toe, with the real thing. Dark Bramble has several entry points, and some of those relate to different things that you can discover on/in? Dark Bramble. The first stop we're going to make is to look for the last of the Hearthian explorers, Feldspar. Before we leave Timber Hearth, though, we're going to make a quick detour to the smoking crater on Timber Hearth. If you haven't been here before, now's the perfect chance to do so. Once you find it, land either inside the crater or outside and make your way down to where our fellow Hearthian is standing, near a Bramble Seed. Take out your scout launcher and fire a scout into the white hole of the seed. DON'T RECALL THE SCOUT! It will make sense why, soon. Now take off and head for Dark Bramble proper. As you fly towards the planet, you'll now notice that your scout is emitting a double signal. One coming from Timber Hearth, another coming from somewhere else. Keep heading towards the second one and make sure you slow your approach AT LEAST 6km's out from the planet, cause crashing into the branches will damage your ship. When you get close enough, you'll see a massive pale-ish white spot; your signal seems to be coming from in there, so head on in, slowly. Inside the entry, you can't see much; the place is filled with thick fog and glowing white lights. Speed is NOT advised here, unless you're reckless and feel that you've just graduated from Top Gun flight academy and can pilot a jumbo jet through the eye of a needle! Keep following the scout signal, taking it easy. You'll come towards another seed with a white entry point, fly into this entry point. Now you'll notice that there are THREE duplicate signals on-screen. What's next requires a bit of trial, error and discovery. Fly towards one(for me, it was the signal to the far right of the screen). As you approach each one, you'll see another seed, white circle entry point. ONLY one will be big enough for your ship to actually fit into. This IS another reason why you want to take it nice and easy and not rush like a bull at a gate. Once more, enter into the milky coloured spot. This time, there are only two signals; they're practically right on top of each other. Fly towards either until you start to see the skeleton of a giant Anglerfish. Just inside the mouth, you should be able to see a campsite. I personally flew inside the mouth and landed? Perched? My ship upon the teeth. Now go meet Feldspar Take out your signal scope and add his harmonica to your list of signals, then speak to him about everything that you can. This should update your ship's logs. Next, if you haven't already, ask him about "where should I explore from here?" For another ship's log update. And finally, "Shouldn't I tell ground control to come and get you?" For the third and final Feldspar log update. One of the things he tells you is that he found a Jellyfish (dead) and about his ship and how he managed to get out of it before the circuits electrified him. So we're going to find the Jellyfish next.
Frozen Jellyfish
Go back to your ship, take off from wherever you parked and look around for an almost pulsing, blue light. As you get closer to this, you'll see that it's Feldspar's floating ship. Who knows how it's staying in the same spot, but there it is. It's also sparking like a live electrical wire. But underneath it is an entry point into the vine. Park somewhere near the ship, not too close for what should be obvious reasons, exit your ship and make your way towards that vine entry point, being careful not to touch Feldspar's ship. Once inside the vine, you'll see that to the left of you, the vine dead-ends. And to the right, it continues. Go right. For some reason, as you're moving along this vine, your globe map disappears. Keep going along as the vine seems to shrink around you. There's a point where you'll be transported to somewhere else, and your globe icon will reappear. Continue forward until you come to an icy platform and walk out onto it, following it around. Up ahead, you'll see a dead Jellyfish and a Hearthian Recording. Read the recording. It reveals some info that you should already know if you've been to the depths of Giant's Deep. It also updates your ship's logs. Now drop down into the cavity and enter past the tentacles up inside the head of the fish, You will find a note stuck to the inside of the Jellyfish with a pickaxe. Read this note from Felspar to Feldspar??? To update your ship's logs once more. We're done here for now. For the next location, it's best to just meditate to restart the loop.
Dark Bramble Pt 2
Escape Pod 3
By now, we should already know from the rumours and info we've found on scrolls, texts, recordings and other gathered sources that there were three escape pods that fled "The Vessel" when it crashed after entering this solar system. If you've been following this guide, you will have already found two of them. It's time to find the last one. Our intel has told us that it crashed into Dark Bramble, and after going in there to find Feldspar, his camp and his ship, as well as the frozen jellyfish, you'll know that the interior of Dark Bramble is a hot dang mess of twisted vines, bramble seeds with entry points that seem to defy not only space but time and can take you to almost anywhere! So how do we find Escape Pod 3? We start by taking off from home, preferably from the start of a new loop. You should now have "Feldspar's Camp" on the map portion of your ship's logs so you can set a waypoint for there if you wish, to help you locate Dark Bramble faster. If not, Dark Bramble is just to the right of the sun at the beginning of every loop. Fly towards the planet, and before you enter the big, white entry point, take out your signal scope and tune it to the "distress beacon" frequency. You should be able to pick up an unknown signal. Keep this open, cause this is as confusing as heck. The signal should be coming from one of the white lights, so pilot your way carefully towards that light and enter the seed it's coming from. In this section is where I found it utterly confusing, like walking around blind with both your legs trying to go in opposite directions. At some points, the signal disappeared altogether; at other points, I just couldn't seem to track it closer, like it was constantly moving, every time I managed to get a bit closer. Keep following the signal as best as you can; you'll eventually find the pod hidden in a tangle of vines. Get as close to the entry point and make your way inside to find a Nomai recording. Go down one level to find the ship's crash log. Down once more to find another Nomai recording. This one is critical because it tells you that they left the pod to track the vessel signal before it faded out altogether, and that they left a path of beacon lights for other Nomai to follow. Blow the hatch and you'll see a path of square lights. You can follow this with or without your ship. But if you want to preserve oxygen, go back to your ship and follow the path in that. You'll eventually come across another seed, so tiny it's barely the size of a fist and ohh dear......
Nomai Graveyard
A bunch of floating Nomai corpses. Get close to them, and in amongst the mix, you'll find a third recording. Once you've read this, get as close to the seed as possible and fire a scout inside. Your ship's log should update automatically (I didn't get a notification for this), and if you want, use your camera to look around and see parts of an embedded spacecraft. Don't recall your scout JUST yet, and this is also why you should probably follow that trail in your ship, because we're going to follow (not directly) that signal to The Vessel.
The Vessel
I know I said, way earlier and again at the beginning of the Dark Bramble section, that this WAS going to get scary; this location is DEFINITELY the MOST fear-inducing part of our exploration. So strap on your extra undies, hold your teddy or your security blanket close and prepare for the worst, we're going in! With our scout signal still active (please tell me you DIDN'T close the feed.) Head towards your scout signal. You should see a red-ish coloured dot up ahead. BEFORE YOU ENTER, STOP AND READ THIS NEXT SECTION! For your personal security, I went ahead and took a pic of what's waiting on the other side of that entry. Yep, you're worst nightmares have joined forces and come to life, bitey, gnashy teeth and lots of them! So how do we proceed? If, and I stress the word "IF", you went to the Sunless City and to the Anglerfish Overlook District and the Stepping Stones District, you will have learned something useful about Anglerfish. They're completely BLIND and RELY ON SOUND to track their prey. With this info in mind, it should be easier (not really) to figure out how to proceed. Back away from the red dot entry, just a little way. Now, aiming your shuttle directly at it, thrust forward with some real oomph! If you've figured it out, then you should drift past the fish towards your scout signal. If you haven't done the previous step, quite hard enough, and you can see the seed entry hole, quickly punch that throttle for all its worth. These Anglers are faster than they look. Once you're in, you're safe; they won't follow you into the next level. Ahead of you, should be The Vessel.
Dark Bramble Pt 3
Now we can finally see the scope of The Vessel, it's massive! Continue towards your scout's signal, and you'll see a ruptured hull you can enter with Nomai skeletons floating around. I landed my ship kind of in the only walkway you can enter into. There's only one way to go in this walkway, so go that way and you'll see a doorway to your right. In here, the first thing you'll want to do is float closer to the deceased Nomai and find the floating item next to them, a warp core. Slot this into the space roughly to the right, in between the top and bottom halves of the pillar. Looking down, you'll see a blue sphere and a two-pronged movement slot. Move the sphere towards the ship's bridge's main viewing window to have a three-sided box rise up. If you wish to, mess around a bit with this, but it's a highly complicated mechanism that does what? Who knows? To either side of it is an opening down to another floor. Go down either side to find an Eye Of The Universe projection and a Nomai recording. Once you've read this float back up and look for a walkway with two text walls, one blue, one orange. Translate both of these for ship's log updates. And we're done with what has been the scariest part of the game.
Ash Twin Pt 1
We're coming closer and closer to the end of our journey together, folks. I gotta say, it's been a heck of a ride! We've been to Ash Twin once before, and from that visit, we know that it takes a bit of time for stuff on this half of the hourglass twins to be uncovered. The first time we were here was a bit of a rush job; we were racing a sticky, jabby clock that didn't want to learn the rules of "boundaries." We also know that most of what is on Ash Twin is on the equator.
Black Hole Forge
Before we go to far exploring Ash Twin, we have to make a quick pit-stop back to Brittle Hollow. I did say in one of the sections there that we would be back that way and so we're ducking back there now, it's a short, easy stay. Go to your ship on Timber Heart and to your ship's computer, in map mode got to Brittle Hollow and highlight "Northern Glacier." Now take off and head for there. We're landing in the same spot I told you to go to to get to the Hanging City the EASY way. Land here and drop down through the hole in the ice and keep making your way down until you're on the Eye Shrine District level. Go in the doorway and down the stairs for the Black Hole Forge controls and activate them by moving the sphere down. Now we return to the ship, somehow getting back up and out of here is harder than getting down. Make your way to Ash Twin. Passing by the Sun Station tower, one of the first towers we are going to explore is the Brittle Hollow warp tower, which kind of looks like a triangle. Land near this, not too close or you'll lose your ship to the sand column, and when the door is free, enter inside. Go over to the big square in the middle and look up through the glass window. When Brittle Hollow is in alignment, thwoosh! And you'll be transported to somewhere else. At this new place, look up to see that the Hanging City and the Black Hole are above you, eep! Don't jump off of this gravity-tiled surface! Follow the path out of the warp point to see a floating Nomai counter. There's also a Nomai Text. Keep following the path for now until you get to a building you can enter. There's a gravity wall leading upward. Jump to this and keep going until you see a viewing window and two gravity beams, one going down, one coming up. Go down the beam and you'll see to your left a scroll in a shelf; To your right a wall with a scroll arlready in it; Over by the far right wall there is an alignment clock. and another text; and on a table a projection stone. Read the scroll ALREADY in the wall first, then switch it out for the other scroll. Then go over and check out the wall text, lastly grab the projection stone and head up the up beam. Back outside is an empty scroll wall, two plinths plus a projection pool with two similar plinths. I'm sure you know what to do. And that's it for The Black Hole Forge.
Ash Twin Pt 2
Now that we've finished the Black Hole Forge, we can duck back to the Sun Station warp tower, DON'T WORRY! we're not dancing with any cacti this time, go in the door you went into the first time, there should be a Nomai text you probably wouldn't have seen because you were in such a hurry. Read this to update your ship's logs. After this we're going to head to the Brittle Hollow Warp Tower (again) but for a completely different reason. If you remember, the Brittle Hollow Warp Tower looks like a Triangle. Make your way past the Sun Station Tower, you'll see a pir of towers, one broken and crumbling, another circular, looks like a geyser from above and and then to the Triangle shaped one. Wait until the sand goes down if it hasn't already and you'll see a blue gravity crystal on one wall. Attach to this and walk to the upside down floor with the gravity tiles. Down Here is a Nomai text that will update your ship's logs.
Ash Twin Project
Now comes the moment most of this has been leading up to, The Ash Twin project. Go back to the Ash Twin Warp Towers. We're going into the side with the roof missing, it's okay because you'll notice a slight hollow that you can stand in. Wait in here until the sand pillar is just coming over the top of the tower and quickly step forward into the eye of the pillar. If done right, fwoosh! And you'll be inside the reinforced core of Ember Twin. Now walk forward to see three floating rings near a bunch of Nomai masks. Translate these rings for more ship's logs updates. Just up ahead is a long wall with eight separate Nomai texts: Translate all of these. Keep going to find a hollow pillar connected to a channel with a blue orb in it. Move the orb all the way into the top of the pillar to have two disks arise from the ground and the spinning thing above you open. With all that done, you should now have all the ship's logs entries you need to gain the achievement:
Archaeologist
There's also ANOTHER achievement that you can obtain (well part here, part Timber Hearth ) while you're here.
It Belongs In a Museum!
Over to the side you'll see a second hollow tube with a sphere already in it, lower the sphere to disable the artificial gravity. Now, gently boost your way towards the warp core in the middle, grab it and head back to your ship. Whilst continuing to hold the core make your way back to Timber Hearth and head into the Observatory/museum. Once you step through the entry you will unlock: Well folks, that's pretty much it............................... Ahhhh NO, it's not! If you haven't bought the version with the DLC, then this, really is, the end of journey. Go outside, enjoy the sun, you probably need it after all the hours you've spent in this game, laughing, crying, rage quitting only to come back again once you've cooled down. And mostly, dying. It has been a heck of a ride! As "Hitchhiker's Guide To The Galaxy" put it, "Thanks for all the fish!"
Beginner's Luck
Beginner's Luck
There is one final achievement and I'm dedicating it's own section to it. The description of this achievement is: Finish the game in one loop. It IS possible, there IS a way to do it. Some advice BEFORE we go into particulars. According to some advice I've read and received, this achievement WILL affect some of your ship's log entries and if you've played through all that's gone before and want to keep going for the DLC, then it MAY benefit you to play the DLC BEFORE you attempt this achievement as this achievement requires you to overwrite your save file (or start a new one). Also there is a certain part of the DLC that DOES require you to have CERTAIN logs (all this will be covered in the DLC section). So the choice is yours, wait until you've completed the DLC for the love of finishing a story to its utter completetion or throw it all to the wind and witness the revelation of "Beginner's Luck." If you want to just say "stuff it all and let's get to the achievement", then please read on, the steps involved WILL be spoiler covered for those not quite ready. First of all one thing I can tell without spoiler blocker is that this IS best done by starting a new expedition. Then;
  • Rush through the tutorial, your aim is to get those launch codes ASAP.
  • Once you reach your ship, head straight for Ember Twin, find the escape pod (pod number 2) bring out your signal scope and add the signal.
  • Fly directly to Ash Twin waiting for the Hourglass Twins Warp Station to emerge from the sand.
  • Enter Ash Twin by standing in the alcove unti the sand is just passing overhead.
  • Deactivate the project and grab the warp core.
  • Now quickly back to your ship and head for Dark Bramble
  • Tune your scope to an unknown signal coming from inside Dark Bramble.
  • From the escape pod make yur way to the Nomai Graveyard.
  • Fire a scout into the bramble seed.
  • Follow the signal for your scout being careful to watch out for Anglerfish and use the drift method.

Once you're at the vessel, grab the warpcore and make your way to the bridge control room.

Place the warp core into the available slot in the pillar.

The vessel's artificial gravity will reactivate making the next part easier.

Now we're going to move that blue orb in the floor towards the main viewing window, a three-sided interface will arise from the floor.

If you remember going to Giant's Deep's depths, you'll remember that the last image that came up from the viewing pool was three symbols identified as the coordinates for the Eye of The Universe.


Well those icons are now finally useful.

Go to the three-sided device that rises out of the floor and in each side use the orb to draw connections between the dots to create an icon.

Once you have done all three, the interface device will drop back down and you'll see a hollow tube with another blue sphere.

Move the sphere upward to be teleported to The Eye Of The Universe!

If you've put the right icons in, when you move the ball in the hollow tube, you'll be immediately transported, if not you won't, try again.

Once done properly go to the main viewing window for what is most deffinitely the most epic view ever!
If you've done all of this right and in a single loop you will unlock: Congratulations! The only thing left for you now is the DLC.
The REAL ending
You've been to the Eye of the Universe, seen a most dramatic and mind blowing sight, and now you think "well that's all and done, I think I'll go start the DLC." BUT WAIT! THERE'S MORE! This section WILL cover the REAL game ending, prepare yourself, for as the Bachman Turner Overdrive song says, "You Ain't Seen Nothing Yet!" Hopefully, you HAVEN'T started the DLC and a "new expedition" just yet. Reload your last save and prepare to lose your sanity! Once your save is loaded, you'll find yourself on the bridge of The Vessel. To one side is the extremely chaotic and visually stunning, Eye Of The Universe.

So what now?

Use the floor orb tube to move the orb back around the Y-shaped divot to right around to the other side.

You'll see a black hole appear, enter it.

Now you'll be transported back to a version of the Quantum Moon, but it's not really the Quantum Moon.

You're on the North Pole, make your way south toward the South Pole and be prepared, things are ABOUT TO GET FREAKY!

As you're moving toward the South Pole, lightning, buildings and other stuff like rocks are going to suddenly appear in front of you, keep walking! They disappear just as quickly.

At the South Pole, there's an incomplete dome-like structure, hop down into it and start walking toward the swirling vortex ABOVE you.

You'll notice that the walls act the same way as the gravity walls you've encountered along the way.

Once at the very top, jump off, into the Black Hole!

Get ready, it gets freakier!

You'll land in the museum/observatory of Timber Hearth, but it's NOT your Timber Hearth!

It's pretty much completely dark, make your way to the ramp and head to the top level.

Where the Solar system map used to be is a white expanse of "matter?"

Get close to this and follow the prompt to observe.

When I told you that things were about to get "FREAKY" that was a severe understatement.

You'll experience the scene before you zoom out continuously until your screen is full of star dots.

If you try to move you'll notice that you can jet around so move yourself closer to the field of dots until you realise that it's a star forest? Yes trees with stars on them.

Keep wandering around watching the stars blink out, one by one until it's completely dark.

Take out your signal scope.

In this complete darkness it's impossible to determine direction and your globe map has once again, disappeared.

So the best way to find what you're looking for is either;
  • Walk around in the dark for ages with your signal scope out like a blind man waving around his cane.
  • Or Spin on one spot (slowly), until your scope picks up an unknown signal.

Once you've located this signal, it's a simple point to follow it.

You might need to make small adjustments to your direction to find the location.

Then you'll see.......

Ba Ba BUM........ dramatic music................

A fellow Hearthian explorer, who quickly vanishes and becomes a tree!

What the Fudgesicle??

It gets better/worse?

If you spin on the spot again, keeping your light on the ground, you'll see the tree shrink and become a campfire..............

I think we've entered the Twilight Zone!

Light the fire.

Spin again again until a chair appears and then Esker.

Talk to Esker.

He won't say much.

Take out your scope again. Repeat the first step of the process, looking for another signal.

You'll hear Riebeck's banjo playing, follow the signal until you come to a Nomai building, with no entry......aw geez, really?

Spin-a-rooney time, again.

Keep going until the tower crumbles enough to get inside and find Riebeck's Banjo.

Pick it up, the tower will disappear, now turn and head back to the camp fire to find Riebeck there.

Thankfully Riebeck is a bit more informative, he says that you need to gather the others.

I'll brief these next bits.

Harmonica//Feldspar:

You'll follow the signal, beware you MIGHT get a scare, but you'll find the Harmonica on a stump surrounded by tiny floating Jellyfish.

Drums//Chert

This is a bit of wierd? One, (can It get ANY weirder? Yes I believe it can AND WILL!)

Follow Chert's drums until you see a telescope, using your signal scope, look in the direction the telescope is pointing, you'll see Chert's drums orbiting a star ( I told you so), zoom in with your signal scope to gether the drums.

Flute//Gabbro

Follow the signal to a signpost on a tree, the location will change. Keep following the signal/signs until you come to one pointing straight up. Jet pack up to find a hammock in the trees, gather the flute.

Piano//Solanum

This one is on another stump, surrounded by Nomai skeletons (creepy vibes), now look up with you signal scope to see signal some distance away.

spin-a-rooney as the skeletons move to the stump.

They stack.

Then a Nomai shuttle will appear, get up into it and move the control orb to the left, the shuttle will accelerate towards a white point in the distance which, when you reach it, will have you floating a short way off of a Nomai mask, gather it with the prompt to return to the ground.

Finally make your way back to the camp site and ask each of your friends to play their instruments.

Once they are all playing, an orb will appear above the middle of the camp fire, jet up into this and prepare yourself for an explosion of blinding light, colour and sound.
Then the end credits will roll once more, you can't speed them up or skip them, so sit back and watch, go make a cup of tea. After all that there's just one last little cimegraphic and that's it my friends, you reached the TRUE end of Outter Wilds! Well, except for the DLC, but that will have its own section/s. Thanks for reading!
Outer Wilds - Base Game - The Endings
If you're reading this then you've most definitely found the TRUE ending for the base game part of Outer Wilds Echoes of The Eye. You've also most definitely discovered and watched the "you destroyed reality," ending. However, there ARE a few more endings that CAN be achieved during the base game. Those WILL be listed here.
Dying Before The Loop Begins
This is a super simple ending to get. Once you begin your expedition (or start a new one), DON'T go and get the launch codes. In fact DON'T enter the museum/observatory AT ALL or go anywhere near the memory statue located inside the entry. Instead, jump into a camp fire, take a long walk off a high point, get shot out of a geyser, go play with that Ghost Matter, basically die pointlessly to achieve this ending. You'll then see this screen; The credits will start to roll, thankfully these ones you CAN skip.
Lost In Space
For this ending you need to to be able to get to The Ash Twin Project. Not that hard and can in reality be down just about ANYTIME in the loop ONCE the Ash Twin Warp tower is uncovered from the sand (happens about four (4) minutes into each loop). Start by snoozing for four minutes at the camp fire you wake up at, then get in your ship and head to Ash Twin and the Ash Twin Warp Tower (it's the double spire one with one half broken). Wait in the nook until the sand pillar is passing overhead then step forwards onto the warp point. Once inside The Ash Twin Project, move the sphere to open the container above then use the other sphere to disable the gravity. Jet up gently and grab the Advanced Warp Core, make your way back to your ship. Now once in your ship fly like your life depends upon it towards the outer reaches of the solar system, as far out as you can go. With no Advanced Warp Core to activate the reset, when the sun goes Nova nothing should happen, except eventually you'll get the following screen;
Chillin' On The Quantum Moon
This ending is a bit of a race against the clock ending but all of its requirements you've done before so it shouldn't be too much of an effort. There's two mildy difficult/challenging points.
  • 1. Getting the Advanced Warp Core without getting picked up by the sand column. If you've been chasing the endings, then you've already done this AT LEAST twice. Just make sure you get into the nook in the wall, wait til the sand is coming over you, step onto the warp pad. I've found an easier way to know where Ember Twin is, is to mark The Gravity Canon or Chert's Camp, or any location on the surface of Ember twin on your H.U.D. Gravity canon works best though because it's always closest to where the other end of the sand pillar is.
  • 2. Finding the Quantum Moon
    This CAN be challenging as the Quantum Moon DOES NOT show up on the celestial body map projected by the satellite.
    However, one thing is in your favour. About this time in the loop, all of the planets that the Quantum Moon visits are bunched quite close together, so it shouldn't be an impossible challenge to find it, photograph it with your scout and approach, keeping it in your sight as well as the photo open.
Once you're on the moon go through the steps mentioned in my Quantum Moon section of this walkthrough to get the tower to the North Pole, then go find Solanum, maybe play around with the question stones, whatever. Sooner or later your screen will fade to black and you'll see this message appear;
Self Ending
This ending is truly beyond bizarre and ONLY requires that you can get to the Ash-Twin Project. As soon as you wake up from the start of a loop, go to the camp fire and snooze for NO LESS than seventeen (17) minutes. That gives us five minutes until the loop ends. Now go to your ship and mark the Gravity Canon on your H.U.D. There is two-fold reason for this, one it helps you locate Ash Twin super fast, and two when you get to the warp towers it helps you see when Ember Twin is coming up over your tower so you can step into the sand pillar at the right time. Go to Ash Twin and find the Ash Twin Warp Towers, stand on the pad at the right time and enter the Ash Twin Project. Open the container above you and remove the gravity using the two orbs, DON'T remove the Warp core. As the Supernova happens a black hole will form just beyond the warp core and you will be sucked in. You'll awake back at camp, snooze again for ONLY four (4) minutes this time then make your way back to Ash Twin (the marker will still be active). Go back into the project to find a familiar looking figure leaning against a wall; Talk to you about everything especially where he/you asks "what do you think would happen if you didn't jump into that black hole?" Now leave the project, go back to your ship and fly into the sun. You'll get this message:
Base Game Mop Up
This section is just a bit of a mop up of some things, scripts and scrolls mostly, that WON'T or DON'T contribute to your ship's logs. It's up to you if you want to go chase them and read them, but for the most part they just help to contribute to the story of what happened to the Nomai. Pretty much ALL of the scripts and scrolls that I have found have been included in their linked sections. These ones were ones I forgot from inside of Ash Twin Project. If I've missed any scripts/texts or watever else in the base game, please feel free to add a comment in the comments section and I'll find it and add it. Thanks for reading!
DLC - Down Loadable Content - Finding your way
Welcome traveller, intrepid explorer! If you're reading this, I'm hoping that you've reached the mind blowing conclusion to "Outer Wilds" the base game and have either bought the expansion or are ready to start discovering the expansion, "Echoes Of The Eye." So how do we start? And that there is the million dollar question. Or maybe it should be "WHERE?" We've already discovered that Outer Wilds is a MASSIVE game about a tiny little solar system. Full of so many secrets, mysteries, riddles, enigmas and brain busting puzzles that it's sometimes infuriating. The start point of the DLC "Echoes Of The Eye" MIGHT be easy to overlook. You've probably woken back up, beside the same campfire you might have woken up besides a dozen or more times before. From this point of view, everything looks the same? You might even think to yourself, "dammit, I thought I was done with this whole repetitive time loop thing!" But remember one of the few things I told you about "Outer Wilds" right at the very beginning of this guide, this is a game that relies HEAVILY on exploration and discovery! It DOES GIVE YOU CLUES, YOU JUST HAVE TO FIND THEM FIRST! So the most obvious question should be, "WHAT HAS CHANGED?" Or even, "Is there anything NEW?" Have a look around your little home crater, ANYTHING different or NEW? Here's my first hint: it's NOT in the Zero-G cave! This is somewhere so comically obvious that when I tell you, you WILL slap your head and go, "damn I'm a doofus!" I did! Have you explored the exhibits in the museum? Ooooooooooooooooooooh! What's this? Does It point you to somewhere ELSE? If you're cluey, go to the new location. If not, well I'm going to tell you what to do and where to go. Cause what use would a "full exploration guide" be without helping you throughout ALL the steps. Start off by going to the museum/observatory. Check the exhibits (ground floor) CAREFULLY, there IS a NEW exhibit! But, it's not REALLY new, I mean, it says right there, "New Exhibit" but it's not new. If you explored the mueseum when you FIRST started the game you'll know that there's a radio tower just outside of your home crater, we've been there, I've covered it. You'll also know that this radio tower was buitl to receive signals from a deep space sattellite launched into space to take real-time photos of the solar system. If you've been inside the radio tower (we went in there in one of the very first sections of this guide) you'll know that there's a recording, we've listened to the recording (you DID listen didn't you?) We'll also know that there's some photos there of things the sattelite saw in space and photographed. None of this is really "NEW." But head for the radio tower anyway, just to saitisfy a little curiosity. If you want to find it easier (it's really NOT that hard) then you can go into map mode on your ship's computer, find Timber Hearth, look through the entries and highlight "radio tower". Once there, maybe, maybe, listen to the recording , again. Look at the pictures, again, with new eyes. What are they showing us that we DIDN'T see before? Nothing? Yeah, NOTHING, right? But maybe............... This is the photo you SHOULD be paying attention to; So WHAT EXACTLY does it tell us? It tells us that the sattelitle captured "something odd" near the sun. So where to from here? Gabbro has info on the satellite, but it's not of much use. What about the satellite itself? Let's go find it. To do this is is NOT going to be totally easy. The satellite is NOT an object that you just plot a course to like the planets, it DOES show up on the ship's map of celestial objects though (look out near The Interloper, out past the White Hole Station. You'll see a white dot with some sort of symbol or lines over it.) Actually finding it in spave though, is a LOT harder. I actually found this once before, kind of by accident ( I thought it might the "Rigidbody" achievement satellite) I found it out near The Interloper. But when your in space have a look at your celestial body map, IE your map of the rotation and movement of the planets, you WILL see the path the planets are taking in their orbit around the sun, including the Interloper Comet. One OTHER thing you MIGHT be able to see is an object that has a COMPLETELY different orbit to everything else. While the planets and celestial bodies orbit around the sun is a flat circular motion this object seems to loop OVER everything else. follow that line to either end until you find an object (it has no name) that you can lock onto. Now engage your autopilot and pray it doesn't try take you straight through the sun! As you get closer, you'll notice that you're being directed to a tiny flasing red dot, this thing is infinitely small, so it's easy to blast right past it, keep your view locked onto it so you know where it is and slowly boost you way to it to see the satellite. Once at the satellite, you'll see an even smaller thing floating near it, it's a Hearthian recording device. Hop out of your ship because you CAN'T interact with the device inside your ship (by the way, fun fact. A message will come up ONCE you're outside of your ship about an "unknown" signal nearby. Point your signal scope at the satellite to register "Deep Space Satellite!") Listen to the recording. It says that Gabbro checked it out, checked the lense and found everything was hunky-dory, so what's next? Didn't the picture say spomething about the satellite being in a CERTAIN position when it took the photo?? At a CERTAIN degrees? While outside of your ship find and have a look at the display on the side of the satellite to see it's constantly changing degrees as it moves. What was that picture degrees? 40? sound familiar? How do we implement this knowledge? The simplest way is at the start, of anew loop. You knew I was going to say that, didn't you? Take off from home, once in space track the eliptical arch of the satellite, it's easy, it's the ONLY line going in a COMPLETELY different direction than any other celestial object. This next is infuraitingly, frustratingly difficult. You have to get to the satellite AS EARLY in the loop as you possibly can! But not just get to it, you need to get as CLOSE to it as possible and quickly, the window for opportunity here is minimal at best. You need to get there, get out of your ship (because you can't read the little console from inside your ship) and watch it til it gets to 40 Deg,) or position yourself so you can follow the satellite AND keep an eye on the Sun AT THE SAME TIME! you're looking for a black spot that appears out of nowhere and momentarily (very short window) goes in front of the sun. What makes this EVEN harder is that once it's past the sun, it IS completely invisible, blending in with thegeneral "spaceness" of space around it. I finally manged this by blasting of from home, finding the satellite on my "real time" ffed map (that the satellite provides), locking on to it, then flying kind of backwards/sideways towards it whiile keeping the sun in my main view. Then once the black spot started to cover the sun I boosted the ♥♥♥♥ out of my retros towards it.
DLC - Down Loadable Content - First Achievement
Now that you'vecreated an easy (easier?) way to The Stranger, there's a (mostly) super easy achievement that CAN be gained.
The Silenced Catrographer
This can ONLY be done AFTER you've completed the base game and its mind blowing finale. The description for this achievement, which SHOULD also completely give away what you need to do is; "Render the deep space satellite inoperable." But, just in case you don't know or haven't figured it out here's the solution: Take off from Timber Hearth and fly to the Deep Space Satellite. Use the method I described for finding it the first time.

Now, PURPOSEFULLY kick that sucker, with your ship, for all its worth!
If done correctly you should unlock:
DLC - Down Loadable Content - The Stranger
Once inside the "black dot" you'll see a greenish glow which looks like somewhere you might be able to land, a bit of a challenge because orientation with a spinning object is challenging. Land in there and go forwad to the stairs (either side). You'll come across some writing on a pillar that your translator doesn't recognise. Behind that is a tube looking thing with a device in the middle, you may be able to see the outline of a door on the other side. Flick your light off and back on again to make the bars rotate until the door flicks open. Now go through to find four green lights and a device just above the floor. Welcome to;
The Stranger
From this point onwards, you'll no longer need to go through the whole process of locating the Stranger again, from your ship's map or rumour mode, simply find "The Sranger" and highlight it. Once you take off from home you should be able to autopilot directly to the portal. If (and/or when) you do come back on a second loop (you'll need to, there's quite a lot to explore and discover inside The Stranger), you might find that there are ACTUALLY two landing bays inside of The Stranger, both require you to open a barred door that's easy. One landing dock will lead you directly to the green lights pictured above, the other will lead you onto a bank where the dam is to your immediate left, as described above. The Lights are a raft, near the lights is a device to drop the raft into the river. So either way you enter you start up near the dam in the river. To the right of you is what I'm calling "The River Delta." This is a river that goes around the entire circumference, (gravity be damned!) Of this amazingly constructed globe with a world inside of it! There are four MAIN parts to this world inside this globe that EVEN the Nomai, with all their wisdom and technology hadn't discovered and that a simple Hearthian discovered (kind of) by accident! These are (in no particular order):
The Reservoir
River Lowlands
Cinder Isles
And
Hidden Gorge
DLC - The Stranger - River Lowlands
Once on the river inside of the Stranger, as mentioned in the previous section there are four different areas to explore. The River Lowlands is the first one you'll come across, so no matter which landing bay you've used to enter we'll go there first. Once in your raft, however you get onto one, you'll see four lights, these can be used, to some degree, to control the raft. As you get closer to the first outcropping of buildings, you might see a dock with a white-ish light coming down onto the water, kind of like a tractor beam. We're going to pilot our raft towards that.
The River Lowlands
Once up on the top level you'll see the River Lowlands Sign with some more of that undecipherable writing on the side. This place looks like an abandoned settlement, up the hill to your right is a building I call "The Picture Gallery". Go inside, have a look if you want, it's just got paintings of this world's people. They kind of look like Owls but with antlers. Ignore this building for now and cross the covered bridge to your left, being careful to watch out for the holes in the floor. We're going to a building with red and white painted lines on it. Reminiscent of a church. Enter the doorway, there's a stairway to your right, ascend those to find what seems to be a mini cinema. There's a screen to your left and some sort of device that if you walk closer to with your torch on, reflects the light onto the screen. Keep going forward to see more stairs to your right. Up these is what, to me, look like a wine shelf. But there's something in it, which when you approach will say; "pick up reel." Collect this and return to the device. You'll now see that you can "insert the slide reel" into the top of the device, it's a projector! Projector's require light so turn on your torch to see partial images appear on the screen, damn must not have enough light. We need something bigger. Exit via the doorway you entered, go back across the covered bridge to "The Gallery" and find a lamp laying on the ground, there's also others, one near each image. Grab one and walk back to the projector. It comes up with a notice, "insert lamp." Do so and drop down to the lower lever to find mini ships wheel device with the instruction "use interface." The picture starts with a big picture of planets and as you rotate the device following the on-screen instructions you'll see a series of almost moving pictures telling a story. After you've viewd the entire reel your ship's logs should update, don't go too far yet. Remove the reel and go back up the stairs where you found the first, there's another reel around the corner, repeat the process. Another update at the end of this reel. Now we're ready to exit this building. There's something else to discover while we're in the River Lowlands, The Slide Burning Room and it's quite cleverly hidden. The easiest way to find it starts from the film viewing room you viewed the reels in. On the other side of this next to the screen is a door with a light activated lock, tourn on your headlamp until the spinning thing lines with the notch beside the sun looking ico and the door opens. Now go out onto the balcony and jump/jet over the railing, heading towards the dam. The entrance to this "secret" place is cleverly hidden in amongst the reeds and trees. You're looking for a tree that has it roots going down onto/into a rock. If you jet across the stream to the small island you'll see it better. Now head in towards and behind this to find something that looks kind of like a sewer grate that you can enter into. Once in there look up to the left and right to see a doorway and some stairs. Jet up and go up the stairs. Up in here you'll see a strange device and heaps of old slides and ash, you'll also get a ship's log update. There's some stairs heading down against the left wall, head down. At the bottom is an open door and a lantern in front of a picture, pick up the lantern, carry it up the stairs, put it down, and go back dow to the picture to discover a slide reel has appeared. Pick up the reel and the door will close. Now how do we get out of here? There's a hole in the roof there, jet up and through to get out. Open the door again and pick back up the reel. Now we head to the other side. Jet across the gap that you originally used to enter and follow the path past bedrock and up some stairs to another sun/light activated door. Open it and step through. You might recognise this room, it's the top floor of the viewing house! Go put that reel in the player to see what the big secret was all about. At the end your ship's log will update once more. FLOOD WARNING!! At some point in the loop (yes, unfortunately it's STILL there, urghph!) The dam wall WILL BURST It was bound to happen sooner or later with all the floatsam drifting down the river, this WILL cause the River Lowlands to FLOOD and be innundated by water! For what should be obvious reasons, this is going to make it impossible to stay there as most of the settlement gets carried away by the torrent. This ALSO causes a HUGE danger upstream in the form of LIVE DANGLING WIRES in the water!! This is why we do, The River Lowlands, first. There IS one more HIGHLY IMPORTANT THING to find in River Lowlands but guess what, thanks to the river surge there's ONLY ONE way to get and that is................ you guessed it, restart the loop!
The Artifact
The artifact is of course, hidden. To find it we MUST get inside a house that's enitrely surrounded by deadly ghost matter. Well, not entirely. The artifact is actually part of The River Lowlands and can be found just before you get to the tractor beam building. You'll see it as clear as day as you drift or move towards the pick up point for the lowlands. The easy way to get inside of it is to jump out near the bank and follow the little stream that goes underneath the house, the ONLY point/place NOT containing ghost matter. You'll find a hole in the floor of the house you can jet up through. Once up on the main and only floor look to a table near your immediate right to see: This is the Artifact. Now, what to do with it? Take it, drop back out the way you came and go to the gallery house (filled with pictures where you originally found the lamp). Look for the picture with a planet with rings (it moves) remove the lanterns and it will go dark, while it's dark, grab the artifact and jump up into the window of the picture, go in a bit and you'll see a set of stairs going down. Make your way down. At the bottom of the stairs you'll see a green campfire and a heap of bound skeletons! Creepy!
DLC - The Stranger - Your First Ritual Room
You've found The Ritual Room. Each of the four main areas of The Stranger has one of these.
The Ritual Room
Despite your protestations against the idea, you will come back to this room again! It's time to do The first Ritual! Go to the camp fire, still holding the artifact and doze off, YES, we're going to go to sleep, by a green camp fire, in a room with bound corpses! Wake up after a few minutes, you don't need to be asleep long. If the room is empty of corpses when you awake then you've done it right! Depending on which of the ritual rooms you go to sleep in, will determine which of the four "secret areas" that you will travel to. This one is "The Shrouded Woodlands" and will be covered in its own section.
DLC - The Stranger - Cinder Isles
Jump in your raft from your starting point, whichever landing pad you ended up in. We're going down the river, go past the lowlands, there's some rapids here, but they're easy to navigate, our next point of call is a collection of stilted buildings. The grapple point for this is just off to the right a bit. Once you get taken up, go won the stairs to the Cinder Isles sign. Turn to your left to find a tall tower, The Island Tower. This is the Cinder Isles gallery, grab a lantern and head back across the river to this building; Once through the opening you'll notice two racks both with a reel in them, pass by this momentarily and head up the stairs to find the reel viewing room. On the upper level there's a lamp on a chair but it's broken. Watch both reels in their entirity to update your ship's logs. Now head out of here, we're stooping by this building next; There's nothing of interest on the ground floor so go up the stairs to find a lantern, a picture on the wall and what looks like another projector but there's no spot for a reel. Take the lantern and walk behind the projector to find a stool, place the lantern on the stool and turn to look at where the picture is, IT'S CHANGED! Revealing a secret entry to The Island Tower! Let's go find it!