RAGE 2
55 ratings
Basic & Pro Guide For RAGE 2 (plot spoiler free)
By Long Knight and 2 collaborators
The following tips and tricks will help you start and master RAGE 2. It is my goal not to spoil any plot points and to include something for all skill levels. I did leave a few hints about some of the harder puzzles that the player will need to figure out (the blacked-out text) and IMO which weapons, vehicles, etc are the better. (Disclaimer: Some of the content in this guide will not make sense until you are playing the game.)

This game was made for Rambo types who enjoy being in the middle of the action, so dive in! If you feel like doing something difficult, go ahead - dying does not end the game, it just restarts at the last autosave. You don't need to max out your character's perks (weapon, feltrite abilities, or project perks) to beat the game, but for a completionist like me, that’s where the fun is.

For me this game is about the journey, the building of my character, that is the fun part for me, but this is your game and what's fun for you is important. I have tried to make this guide considerate of that, and if you want to make the game harder (more challenging) either reverse my advice or skill to the AQnger Management section.

This document is dedicated to my best friend Ben for his birthday, as he is the reason I started it. Without him, this guide would not exist. P.S. Ben's favorite vehicle is the “Ice-cream truck” (Wandering Merchant a.k.a. the “Loquacious Wanderer”). Thanks to GanjaCommando and $kr!b.dsk (for editing help) and Akfiz for adding the pictures.
3
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
General Tips, tricks, and things to remember.
I suggest seeing Marshall in Gunbarrel first, as his mission will give you the shotgun. (You'll then be able to use some of your project points. Note: Increasing your ammunition capacity now is smart[/b]). After that, I would seek out Dr. Kevasir or Loosum Hagar saving most of my project points for them.
Then, I would get the defibrillator from Canyon Cove Ark (location pictured right). It can bring you back to life, and, with the right upgrades, it can even shock your enemies. Remember, Arks give you major power-ups and weapons.

While looking at the map's legend, you can selectively deactivate map markers by category/color. When clicking on a map marker, you can set it as the destination, and, while in a vehicle, the "GPS" (indicated by glowing arrows on the road) will show you how to get there.

Keep watch for explosive objects (like oxygen tanks and fuel barrels). You should avoid getting too close as enemies can use them against you. You can also use them against enemies, which is great for crowd control. Toward the endgame, cannon fire will also set off landmines early, so you don't have to run over them in your Predator tank.

oh, watch for "paint traps" near engines. Spray cans will explode when you shoot (or blow up) feltrite engines splattering you with red paint! This makes no impact on the game and wears off quickly, but a Ranger must uphold his dignity, right?

You have a hidden "flashlight." When you use Focus, by holding down either the left bumper or the control key, you will get a light turned on in front of you. (I hope this helps.) Focus also shows you (in the upper left corner) your current area objectives and important items of interest. It also gives you an x-ray-style vision for your car, enemies, and any other items of interest you have unlocked with the detection perks. (data pads, storage containers, ark chests, spy drones, and embedded feltrite).

Getting good with Dash and the wingsticks will make the game much easier, however, you can manage without them if you cannot. (like me)

If you have trouble with winning races, try:
repeatedly pulsing your booster for 1 sec on and 2 sec off. (Be sure not to use more than half your boost and let it fully recover before activating it again.) This pulsing will give you a lot more speed than keeping it constantly pressed, and it should never run out this way. Each pulse jolts the speed up, even if moving at top speed. This also makes it easier to steer, than a steady boost. It helps me to do tight turns if I start turning early also.
To make it even easier, try:
Use a controller configuration utility (like the one in Steam or Xpadder for example) and activate the turbo function for the boost key (for my controller it's X) at its SLOWEST repeat rate. Then give it an extra pause between turbo pulses. Remember about 1 sec on and 2 sec off should work perfectly. (not ideal but will work to just set it to minimum repeat rate). Remember to turn it back off after your races as this will interfere with your double jump ability.

After you get the Nanotrite ability or weapon from an Ark, don't forget to check the walls in the Ark, as two compartments will then open up. Note: Watch for new enemies that might arrive or spawn as you exit. A good precaution is to always park your vehicle facing away from the ark for a quick getaway when needed.

If you start a "main mission" quest that is too difficult, open the pause menu and select "abandon mission", as this will take you back outside to the start of the mission. On other missions, you can try saving and then loading your save. This will return you to the outside. Note that you must redo the whole mission if you use either method unless you have already killed everyone (second method only).

Watch for different colored smokers, flares, and anything pink as they always mark something
interesting
, or that you can interact with (use, break, or climb).

Do NOT buy weapon Cores or Nanotrite Boosters from a vending machine, as you will pay through the nose for them[/b]. $1500 vs $1000 ($800 if you get the 20% off discount perk, this perk does not work on vending machines {I should have mentioned that, thanks TKO157}). They are available in quantities of around 10 per vendor, so you will not need those from the vending machine. I would however top off your ammunition as needed and rare items i.e. neural interfaces, and life glands from vending machines, as they are in limited supply and can let you build up your character faster. Note that there are many more Ark Tek Cores than you need in the game, the only reason to buy them is for a faster build-up.

Speaking of supplies, buying supplies to build healing, ability, and overdrive infusions, is more expensive than buying them pre-made. However, picking them up is still free. I try to save my supplies for emergencies or sell for a profit when I get more than 70 of something. Don't get me wrong, having supplies is important because that allows you to carry and make a lot more important things (throwables and infusions). Just think ahead and do not get too carried away.

Watch your area objectives, if it does not include "Kill all..." you do not have to kill anyone to complete that area. This can make a huge difference for new players and those playing the harder difficulties,

"Location Complete" does not include wooden boxes, ammunition, or embedded feltrite. It's a good idea to look around even after it has been said that the location is complete.

Do not do ANYTHING that would interrupt (like fast travel) the game while it's giving missions or mission rewards, the Ghosts DLC especially. You can lose the rewards or worse the mission.

During the second mission for Marshall, called "the signal", after you find Gulo, pay close attention as the game will barely tell you where to go next. It can be a pain to figure out later.
Making Money, Project Points, and Car Parts
I have tried waiting to open up storage crates and harvesting meteorites until I had the perks that give you more from such endeavors. However, this is a huge mistake, weakening you in the beginning. Then by the time you get all the perks, you will not need the money and feltrite. There are plenty in the game, so you will not be shorting yourself later by getting it early, just slowing your progress needlessly.

Don't let your inventory get too full in the early game, You won't be able to pick up anything more and will lose money and opportunity. I'd suggest selling down to at most 70% capacity whenever possible. This gives you more than enough to build what you need, but room to pick up more. That is until you have bought all the nanotrite boosters, weapon boosters, and augments you want. keep them full when money is no longer an issue.

Don't forget to sell your Mutant Spore at the Meat shop in Wellspring,

A great way to make extra cash is to collect weapons you won't use. When you do you'll find ammunition for that weapon that can be sold. This works for throwables, as well. If you don't use it, sell it. This seems simple enough, but it is easy to forget. One thing to consider is that this makes it less likely to have the ammo you need in wooden boxes (it's a random chance for each type of ammo for all the weapons you have unlocked), but only in wooden boxes.

Another resource is Mutant Bash, you can fight for tokens to get cheap ammunition (also weapon cores to upgrade your weapons) and stock up to use or sell. Remember, there are 2 studios. Unfortunately, they share one stock room between them. You can always sell ammo if you have Mutant Bash Coins to spend to replenish it (or feel like winning some, use with caution so you don't wind up short on ammo)

If you need cash, grabbing empty vehicles is the fastest way to get easy money. These stolen vehicles need to be taken to a trade town. Most guides recommend taking them from the "Underpass Bandit Den" to Gunbarrel.

I have found a faster way. First, clear out the Gas Pass Pit Stop. Then, take the car from out front to Wellspring, this is a much shorter distance (546m vs 782m) with fewer enemies to damage your car. It can be done even faster by bunny-hopping over the wrecked car. (pressing the gas and boost buttons simultaneously will allow you to bunny-hop over the wrecked car). Once you're over the wrecked car, you'll have a clear shot to Wellspring.

(Note: Bunny-hopping won't work without a little room, a few inches at least, in front of you. Also, it can get you out of some jams, other times you may need to exit, walk a ways away, and summon a new vehicle.)


Update- I have found an easier way to make faster money.

Go to the trade Town of Oasis. Just outside the town line, there is an Armadillo, take it and drive it 10 yards (avoid trying to boost!), just across the town line. When you hear the tone that signifies you have collected the money ($100 or $200), fast-travel back to Oasis and repeat. It's uneventful but you can turn in another car every 15 seconds (depending on your load times mostly) making a ton of money quickly.

Update: For easy money, project points, and car parts!

When you're re-doing this (stealing Armadillos, as mentioned above) watch for a convoy to come by (check your map when you go to fast travel back to Oasis for your next Armadillo) and attack (it will be an Annihilator) when it does. Attack the escorts with your Gatling gun and your Blast to lower shields, once they are out of the way, take out the Annihilator with missiles or your 20mm cannons.

Return to Oasis and refill your ammunition, then take more Armadillos while you wait for the next convoy to move close. This gives you easy money, project points, and car parts. Why Oasis region? It has no cliffs, no water, no trees, & the easiest access to supplies and ammunition. The Annihilator is also easier for me to kill than King Squisha (the other type of convoy to the far north of the Map).
Vehicles You Can Drive
General Tips

For instant repairs of story vehicles or to get any unlocked story vehicles free (raptor, phoenix, and Icarus), fast travel to any trade town with a mechanic. The race track is not considered a town. Please note that fast traveling will reset all convoy damage (and return escorts) and nearly everything else on the map, except that all convoy positions remain the same.

If the autopilot fails to work, first check that you have set a destination on the map, second it takes about 2 seconds after you get in for the autopilot to be available. If you still have trouble see the sections on headaches, bugs, and workarounds.

If you want to take over from the autopilot for a few seconds or a minute, press and hold the forward accelerator button. For me, that would be the right trigger. it should go straight back to autopilot as soon as you let go of the accelerator provided you haven't held it too long.

Dead-end roads have either a ramp for jumping or a hidden destination, Sometimes both.

You can re-summon a vehicle that you have moved far enough away from, when you summon a fresh vehicle you get it with full hit points, except for the Phoenix which only gets hit points back when you focus regenerate it or get it fresh from a city with fast travel.

Be careful of your vehicle's speed around cliffs. Vehicles can easily go over the edge and take damage. Sometimes cliffs can be fatal, especially if you're on a motorcycle.

Your compass bar will only show the position of the Phoenix car and no other vehicle you drive. It will also show you things like the direction of nearby enemies and the other goals on the map.


If you are standing on the road, any vehicle may try to run you down, surprisingly even the “Loquacious Wanderer” may sometimes try. If you must repair the Phoenix in the road, try to use it as a shield.

Story Vehicles

The Phoenix is the only vehicle that can take out an armored Convoy because it has the longest boost(to keep up), and the best weapon selection. It can be upgraded to be a well-armed tank and can survive falls down cliffs that would otherwise be fatal. Remember, it just needs regenerating (healing). This is the only vehicle that won’t explode on you if it takes cataclysmic damage, just heal it and go. The first upgrade I always buy for my Phoenix is the 20mm cannons. Next, I get the "Blast" and travel with it held down and ready. I often use it to knock down walkers and blast vehicles into ditches or off cliffs.

Speaking of Phoenix upgrades; the nanotrite skin reduces damage per hit, while the reinforced frame gives the Phoenix more hit points.

The Raptor is the fastest land vehicle you can get but watch out for curves and cliffs. (You need to reach level 10 in “yellow” activities to unlock) Note: All motorcycles use only your sidewinder pistol for armament.

[b[u]]Icarus[/u]: Flying over things gets you there a lot faster, but watch out as it has a problem with not being able to go very high. Deep, misty valleys can also cause you to die easily, as bumping into anything will damage it
. Watch out for trees and branches in “the wilds” area. It also can be used to get on top of things otherwise unreachable. (Unlocked by reaching level 7 in “Blue” projects).

The Icarus, once unlocked, can be summoned from the vehicle's menu or found on top of the repair garages (free) in each Trade town or at the subway in the overgrown city (Ghosts DLC). There is a pink ladder leading to the roof usually on the right side of the garage, just climb up it (on the left side in the Ghosts DLC).

If you are going somewhere you even suspect might not let you summon another to leave with, start with a fresh Icarus.

Chezcar: Much faster than the Phoenix and can hold the road better than a motorcycle, but it’s completely unarmed. However, you can still run over people.

XERXES III: (Predator tank) Too slow to be good, but necessary for fun or getting into the final base. It seems to be good at taking out the sandworm in 3 hits. (Thanks, Frostbyte.) This can also take out a convoy if you find them stuck in a ditch (a missile launcher works also), so you don't have to chase them down.

Boom Bringer Mech: I could not get it into the fights I wanted to try. Maybe you'll find a use for it. It has a variety of weapons and is fun to use where available. oh, and it has unlimited ammo.

Stolen Vehicles (non-story vehicles)


The best vehicles are all unlocked in the story. Do not fret, because each vehicle you steal gives you either upgrade parts (once each) or money. (This happens only if you have the basic project perk called “vehicle extension”
, and can be used to generate an endless amount of money each ($200, $400 if you have the "Effective Vehicle Harvesting" perk, each after the first). Simply get in a vehicle and take it to the nearest trade town with a mechanic to collect. Rinse and repeat as often as desired.

[u[Note that vehicle damage will reduce the amount you get.[/u]

One of the convoy vehicles (a slightly nerfed version of the Annihilator) can be found in a garage (the Shrouded Workshop) and driven but not owned (added to your garage). Fun but not very useful.

,

Armadillo: Great for getting into narrow places and fun to drive. It’s fast, agile, and fun to run people over with. You also have a chance at survival if it gets blown up by the enemy fire (if you fly off). You have to kill the sandworm (many people use the BFG 9000 to do this) to unlock this vehicle or you can steal the one just over the Oasis town line if you're not good with killing the sandworm and steal one.

The BG Burger "Storm Chaser", the Kong Cola Conquest, the “Chezcar” (race car), and the
“Loquacious Wanderer” (the traveling merchant) are all unarmed civilians
. Anyone driving any other vehicle or any motorcycle and those standing by the roadside are enemies.

Enemy Vehicles you can drive


Murder-Cycles...err Motorcycles

  • They all share these in common
  • no shields or armor
  • The only weapon YOU can use is your Sidewinder Pistol
  • Limited by your inventory of ammunition
  • hard to corner (careful near cliffs)

Nippa: Most common motorcycle, not much else I can say except good luck.

Astaroth: Only found in the Ghosts in the DLC. A cooler-looking Nippa

Wind Razor: Fastest of the enemy motorcycles. note you do not get their energy weapon as it only works between two bikes.

4-Wheeled Terrors

Monster truck: I have never seen this one being driven, or used in combat. Does not slow down going through water. Great for most of the wetlands[/b]. It has Gatling guns and is great at running things (and people) over.

Pulverizer, lightly armored and unshielded. its only weapon is to drop an energy chain (called "stun strips) that drains and slows other vehicles.

Rolla: Only dangerous if you are following them too close. Dropping their mini nukes is their only attack. They are unarmored and unshielded.

Tanks and Tank-like Vehicles

Devastator: It is lightly armored but has shields. Its weapon is a pair of "Miniguns", a bit stronger than Gatling guns.

Booma: A tank used in King Squisha convoys and chasing civilians, not shielded but armored. Side weapons appear to be just for show. Used by Goon Squad primarily, possibly River Hogs as well. I have been unable to confirm this due to my inability to see who is driving. Its primary (only) weapon is its nuke cannon, slow firing but packs a wallop.
Enemy Vehicles
The BG Burger Storm Chaser, the Kong Cola Conquest, the “Chezcar” (race car), and the
“Loquacious Wanderer” (the traveling merchant) are all unarmed civilians
. Anyone driving any other vehicle or any motorcycle and those standing by the roadside are enemies.

Blowing up parked empty vehicles, might be fun, but it uses ammunition for no gain. Your call. Also, blowing up enemies who are on foot, from your vehicle, will not drop or pick up feltrite. Again, there is no gain, but it can make seemingly impossible sites in the early game playable. Late game, it's purely your choice.

Boom Bringer Mech: Best to destroy with an AOE (area of effect) weapon. Otherwise, they are very hard to destroy, unless you get a lucky shot at the pilot.

Predator Tank: The easiest way to destroy them is to nudge them off a cliff. Next is to use blast to take down their shields (do before any attack), then get out and quickly take aim and shoot a rocket or two at them. The Hellfire mortar, on a very good hit, can take them out instantly as well (I have only accomplished this once). They can be destroyed in other ways and by other weapons as well, but it becomes harder. How are their predator tanks so much faster them mine B.T.W.?

Pulverizer, lightly armored and unshielded. can drop an energy chain that drains another vehicle.

Devastator: A tank by any other name is still fun to destroy. it is lightly armored but has shields you will need to take down with the "Blast" or a lot of ammunition.

Wind Razor: Fastest of the enemy motorcycles. has an energy attack between Wind Razors to compliment its rider's pistols. No armor or shields. Kill its companions to reduce risk. Also, if you run over it slowly enough you can crush the driver and steal his Wind Razor if it survives. This might work with other motorcycles as well.

Rolla: Only dangerous if you are following them too close. Dropping their mini nukes is their only attack and they are unarmored and unshielded.

Booma: A tank used in King Squisha convoys and chasing civilians, not shielded but armored.

Nippa: Armed with only the rider's pistol and no armor or shields, they are easy to shoot down but easier just to run over.

Astaroth: Only found driven by Ghosts in the DLC. Armed with only the rider's pistol and no armor or shields, they are easy to shoot down but easier to just run over.

Anyone on a motorcycle can be annoying, but they usually travel in groups of 3 and their damage can add up quickly. I recommend the 20mm cannon as it can aim almost anywhere and does more damage than the Gatling guns. If you get out to fight them, they will usually run away (firing as they do).

Monster truck: I have never seen this one being driven, or used in combat.

Enemy vehicles in the convoys are hard to kill for most. The Annihilator is easier to destroy than King Squisha as the King Squisha is segmented, and it's a pain destroying all the segments, at least until you have a fully upgraded Phoenix (with or without an ejection seat, it's very optional). I recommend going after the Annihilator with the minimum of the Blast, the 20mm cannons, and a reinforced frame (preferably with the nanotrite skin, unless you're trying for a harder challenge).

Annihilator: An easier convoy than the segmented "King Squisha". The rewards for destroying are 15 parts,200 project points, and $100

King Squisha: trickier to destroy than an annihilator with all its segments, but pays better. The rewards for destroying are 20 parts, 400 project points, and $200.

An easy way to determine which direction a convoy is heading is to place a map marker near it and then close the map. Check back in a minute to see which direction from your marker it goes.

The easiest way to kill a King Squisha is to ram it head-on (the tricky part). This has a good chance of knocking it off the road (works best in the wilds because it gets stuck in the trees) or it may get stuck on top of the Phoenix.

Once stuck, destroy it with the Phoenix's weapons, or get out and blow it up if you have the weapons for it. Because of the snowplow on the front of the Annihilator, Ramming it will not work.

If a King Squisha gets stuck on top of you, you can get out and summon another vehicle. This is a perfect time for a tank or the boom bringer and a good solution if you run out of ammo.

Convoy general advice

When you see a stuck convoy, attack immediately. It is a great time to get out and use your rocket launcher. The three tanks that you can unlock are fun alternatives also. That said, I have even destroyed a stationary convoy with the assault rifle (an annihilator, once), though if you have the charged pulse cannon or rocket launcher, it should work better. As always, aim for the glowing blue weak spots.

Finding a way to knock them off a cliff works very quickly, done wrong it can wreak your whole day... (I've done it both ways).

If you want or need to use the autopilot (so you can concentrate on your attack) to pursue a convoy, after you catch up with it, start placing your map marker for the GPS out as far ahead of the convoy as you can predict so you are following the route and not the convoy. This will avoid the proximity turn-off of the autopilot. Keep moving it forward as needed to stay with the convoy.

Hitching a ride
This technique is simple, get up close to the convoy leader (the Annihilator or King Squisha), turn the autopilot off if it is on, and press into their tail end from the side. This will pull you along, making attacks easier. Remember to use blast (to expose weak spots) and switch sides as needed to finish it off.
Enemies
Not sure if an enemy is dead or has just fallen? Watch for the feltrite they drop when they die. If it didn’t drop, they are not dead. (Except for wild mutants, who never drop feltrite)

Be sure to walk over dead bodies to pick up leftover ammunition that sometimes drops.

Armor is sectional so keep shooting at the same body part. Note: The Shrouded have bulletproof metal helmets, so shoot them low. It doesn't matter WHERE you hit a Shrouded with a Firestorm Revolver or a rocket launcher though!

If you aim directly at a spy drone, it will get “scared” & try to fly away after a few seconds. It's easier to kill with “area of effect” weapons (explosives) aimed nearby. I have also used direct-fire weapons from overdrive to kill it when no "area of effect" weapon is available. Tip 1: avoid attacking a spy drone from the side as it will likely escape. Tip 2: If you leave only one "item of interest" (like a data pad) this can be used as a marker to find that spy drone again later.

If you see or hear a spy drone take off & leave, you will not easily find it again. If you immediately reload the area (with the latest auto-save) this will bring it back. Hunt it down & kill it. This is easily done with the rocket launcher, the Firestorm revolver (x4+ shots before igniting), or The BFG 9000. Do not aim directly at the spy drone as it will take flight if you do. It will go to a random other site from its list of 3 sites it goes to, whether or not you've been there.

A near miss with an AOE weapon, or holding alt-fire to just barely get lock-on with an upgraded rocket launcher is ideal. Not much else will easily kill it before it leaves, unless you use overdrive, but you can try. I have succeeded in killing just one with an assault rifle. Killing it gives you progress toward (blue) projects.

If you cannot kill it, reload once more & leave it alone until you can come back stronger. There are 30 spy drones & 44 data pads. You will need nearly all of them if you want to reach level 18 (max) in the "Search and Recover" (blue) projects. Luckily, most data pads are listed under the location's objectives as well as items of interest- making them easier to track down.

Abadon (Wild) mutants are not the same as authority mutants. FYI, Abadon mutants were experiments of The Authority that failed. I find Abadon mutants easier to hit if I crouch down, it puts you at their height.

Everybody, except for Abadon mutants, drops feltrite when they die. This makes large groups of Abadon mutants more dangerous because you don't get the health boost from killing them. Watch for their breading pods, as they DO contain feltrite. You will find some scattered about inside & outside of Mutie nests. Embedded Feltrite detection aids in detecting breeding pods.

Be careful of grenades as your enemies can throw your grenades back at you if you don't "cook" them properly.

Authority Sentries can be tough at first. I recommend using a rapid-fire weapon like the (upgraded) assault rifle or the charged pulse rifle to shoot them in their glowing blue area When it compacts to fire the circle energy pulse, wait for the firing sound, hop up on something higher, & the energy pulse(s) will go right under you or jump down low & they will pass right over you. If you can fire from there, hit the blue area again till it compacts & fires another pulse. Now hop back down (or up) & all the pulses will go right over/under your head. Repeat as needed. Also, note that if you find an object of the right distance & height, the beam will hit the barrier & not you, no need to jump out of cover to return fire. "Circular Pulses" go straight through all barriers, remember to doge up or down.

If you are still having trouble destroying the higher number sentries to get "Ark-tek cores" or are trying at nightmare difficulties, take the Drivable Mech mission from the Stanley Express. go to lagooney and restock your rocket ammo. You will need a cleared-out location (nearby) to load to, so drive to the "Drivable Mech Retrieval" site, then, if possible, kill the nearby western Sentry. If not, go to the nearby Ranger echo called "Trapped" (to the north) and complete that. Now, return and destroy the Junk Mech. After you see the banner that says that you have received your Ark Tek Core, save and reload. Repeat as many times as you need to get enough Ark Tek Cores. Do not destroy both Junk Mechs until you are done collecting Ark tek cores.

Cyber Crushers are mostly smaller giant mutants with cybernetic implants. Arc chests & Cyber Mutants are your best source of neuronic interfaces.

You can't hurt Cyber Crushers until:
You expose their weak spots & destroy them. Just shoot them in the blue thing on their chests, then shoot the two blue cylinders that will pop out of their backs on both sides, repeat till they're gone. Then kill them. I recommend using a rocket to the chest & a shotgun to the cylinder.

You hurt Cyber Terminators by their vulnerability:
These all-metal Authority creations are more machine than mutant. They are only vulnerable to shots in the blue patches in their chests. Aim for these blue patches with a rapid-fire gun (the Assault rife works amazingly well BTW).

Hovering Authority Mutants: They are hard to damage and kill unless you use a grenade or rocked launcher to knock them down.

I tailor my weapon choice to the enemy faction I'm fighting (the way they move, armor, hit points, armaments, etc), for example:
  • using the shotgun for abadon (wild) muties, abadon warheads, & Goon Squad
  • using the Feltrite Laser Launcher for Ghosts, feltrite Zombies, & authority mutants
  • using the Firestorm revolver for River Hogs, authority mutants, & Shrouded
  • using the charged pulse cannon or assault rifle (precision fire) for authority sentries
  • using the Rocket Launcher for crushers & cyber crushers (paired with the shotgun)
  • using the precision fire mode of the rocket launcher for the spy drones
  • the settler's pistol or the precision fire of the sidewinder pistol for Boxes
  • a grenade for fuel & Feltrite storage tanks
  • The ranger assault rifle for pullies, boards, & other breakables
    [*[ using either the feltrite laser launcher or the sword for skeletons
  • I use the sword for everyone, as an alternative

This is just my preference, what works best for me, & it can change based on my mood & how far in the game I am.
Enemy Locations
Each area has a difficulty rating indicated by a red dot with a number within. It is shown when you first discover the location or hover it on your map. For example, a 3 is easy, a 6 is difficult & a 9 is nearly impossible for a starting character.

It is often a good idea to leave a hostile area (leave as in get out of the fire) long enough for your de-fib to recharge. If you don't go too far, the area won't reset, taking cover in the Phoenix, for example.

If you leave even one enemy alive in an area & come back later, they will ALL re-spawn. This can be very useful or very annoying.

If you wish to attack a bandit settlement with a vehicle (best when you want something in an advanced area) there is almost always at least one car or truck in the way to draw your vehicle fire. the easiest solution for me to fix this is to Run up and shoot the vehicle(s) with a gun (I use the Rangers pistol and it can be done amazingly quickly) till it pops (explodes). Then you can easily return to your vehicle (like the Phoenix), drive closer, and quickly shoot a bunch of bandits from safety without your car targeting anything else. This saves a lot of time and otherwise wasted vehicle ammunition. It also saves your vehicle from getting pounded while you destroy vehicles for no reason.

If you are having trouble with Mutie Nests Ignore the muties as much as possible!
Destroy the Mutie breading pods (glowing egg-like things) first. Destroying them is the goal & the only way to defeat them in a nest. They will keep coming forever until you do. Also, the perk that lest you detect "Embedded feltrite" will show the breading pods even through walls, floors, and ceilings while using focus.
Not sure if it's an active egg sack (and don't want to waste ammo)? When in doubt, look at your reticle, white it's alright, red shoot it dead. The accessions Slam and Smash are indispensable in this IMO.

When Attacking a "Re-powering Station" (shrouded) remember your goal is not to kill everyone, but to destroy the solar collector towers. Once you start the towers turning by putting your hands on the red panels turning them all green) you must keep the shrouded off the platforms or they will stop turning, stopping the countdown. watch for these stopped towers to know which platform to clear next. Your turret droves are indispensable when dealing with multiple towers. Leave a couple behind after clearing the platform to help keep it clear for a few seconds longer while you clear the next tower.

At Shroud Substation Alpha, when crawling through the tunnel to get in, halfway down the tunnel, on the right, you will see a room with 5 or 6 shrouded behind a grate. You can shoot them (if you choose) by (exiting outside first if need be) climbing down, & switching to the rocket launcher (before you crouch down). Now crawl down the tunnel. Halfway through you will find a grate with about 5 shrouded on the other side. (IMPORTANT) I highly recommend standing against the grate using multi-targeting (precision fire on the rocket launcher) on the Shrouded. Now fire at will & your rockets (as long as you stand against the grate, Otherwise they will explode on the grate) will fly in & kill them in 2 or 3 bunches. If you cannot fire just go back out, switch weapons, & switch back before trying again.
This was included for completionists. This accomplishes nothing I know of, just the satisfaction of killing them (with no reward).

Road chokers are easier to search for containers & embedded feltrite if you leave at least one of the arms of the roadblock down, otherwise, you will be dodging traffic while you look and Loot.

Not using fast travel will help you find hidden locations and random encounters. If you do not like or are not good at driving everywhere, make going to the Drive-in to start the Ghosts DLC a priority right after Gunbarrel. I find having the shotgun allows me to complete the first part (without running completely out of ammunition) till I get to the subway and open up Kenon's perk tree.

You can then go to the back of the subway to return to the main map after that. Project points can be spent on any tree you have unlocked. Now you can spend 6 project points on your new tree to unlock the autopilot.

It is often a great idea to open the log entry after acquiring a datapad. Check to see if it says "go to map". This lets you check to see if it added a new location to your map.
Hidden Locations
work in progress Fell by the wayside due to lack of interest. If you would like me to finish this section and add maps please comment or message me.

Please note that the following section contains location spoilers. If you do not wish to read spoilers, it is recommended that you skip this whole section.


This section is dedicated to locations that nothing will direct you to and that you are unlikely to stumble upon. Not info traders, not data pads, and not NPC-given quests.

If you come to a door (windows, elevator, or other) you're sure should open that you want to go through but can't find a way:
Look for something hot pink. A button, double-throw switch, a valve to turn, shoot a fuse box or a pully, or smash a padlock (all pink). They are not all close to the door they open and could be hidden in the shadows or glaring lights. Sometimes the game will require you to find another way like smashing through a boarded-up window, going through a hole in the ceiling, to even crawling through a pipe. If you find a ladder, switch, or door that is not pink it’s just a decoration.

there is an easy trick or 2 to easily leave the Eco-pod wilds, either fast travel or save and load. The second method will place you right back beside where you probably parked your Phoenix, ready to drive.

hidden ARC in twisted cannons. Quake Hill Arc is on the east central side of Twisting Canions.
Look along the Easternmost edge for a road heading down to nowhere. A few enemies on leaving, they are easy. (pictured below) Be sure to look to the right just past some shipping containers, on the back side of a wall, for some wooden boxes and embedded filtrate. Next, go to the left of the entrance and look for a break in the ground (not big enough to be called a canyon) that will lead out into a wider area with some junk cars and a storage crate hidden in the weeds. Note that when you open it, 2 wild mutants will come running for you. Killing them is kind of pointless as they are not part of any quest and carry nothing so feel free just to run back to the entrance and safety rather than waste valuable starting ammunition.

&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Shrine of AWA, this unguarded location is as easy to miss as it is easy to loot. Follow the road out of Quake Hill around about 4 big curves. pictured above.

On your way to the exploration location - Recon (near Yeoman Growery) you will pass the remains of a gas station, on the ground (unguarded on your first time passing it, later to be joined by some tough authority mutants. are 4 wooden boxes and some random ammunition. On the canopy (use vortex to jump off the shipping container) is a storage chest with money in it.

Directly north of the exploration location – on the crack, at the southwest corner of the crossroads, is a ruin of a 3 story building. It has a storage crate in one part and two boxes in another. Beware searching the rubble on the first floor as it is possible to get stuck. If you get stuck, just save, and then load your save. You will appear at the last safe location you were at, loot and all.

At the Chez's race track entrance, there is a broken overhead pipe with a storage crate that is hard to get. There are two "easier" ways to get it. The first is to use the Icarus to fly and land on top. The second is to use the monster truck (positioned perfectly) Stand on it so you can launch yourself up there with vortex and double jump.

Just down the road from the last location, about halfway to Wellspring, is another unmarked ruin on the right side of the road. If you go around (facing the building from the road) to the right side and walk to the rear corner, you will find tucked away 2 storage crates and some wooden boxes (unguarded).

Driving away from Wellspring, take the first left then right onto a dirt road, along this (long) winding, looping, stretch are many small shacks and clusters of shacks that are unguarded. They are great for gathering boxes and crates to accelerate your game in the beginning.

Hidden Authority sentry, east of the Crusher Nest called "Pain Drain" in the northeast part of the Torn Plains, lays a winding road (it crosses a highway) leading southeast to nowhere. It dead-ends in a collapsed tunnel. if you go into the tunnel and crawl through a van, there are some boxes, crates, and a bit of ammo. Opening the crates will call an authority hover ship to drop off another Sentry.

further to the south on the easternmost edge of The "Torn Plans" lays a long road that seems to serve no purpose. About halfway down is a crashed Authority Hovership and a lopsided Authority Sentry.

South of the westernmost Authorite Sentry (to the northwest side of the Dune Sea), is a tower jump challenge with 2 unguarded storage crates of Feltrite crystals. It is just south of the Northernmost sentry in Dune east of Ranger Station Beta. You will need Vortex, Grav-jump, and a tall vehicle, or to bail out of the Icorus, to get to it. Vortex takes the longest but is the easiest way, especially if you first jump to the top of the nearby water tower first.

Fantasy Island's location lies in the northernmost of the Wilds, on the East side of the map. 7 storage containers and a large number of River Hogs are there.

hidden Ranger in western wilds, if you look at the northeasternmost corner of the map, just south of the Fantasy Island Location, in the Wilds and down on the east Eastern side, you will see a trail leading off to the east. This leads to the Abadon Santum and a hidden lost ranger. After fighting some wild mutants and an Abadon warhead, you will come to some ladders leading back up. Watch for the upper half of a ranger in a doorway.

Another Hidden Lost Ranger location is on the other side of the map in Western Wilds. Just west of the Mutie nest called Wild Wood is a Lost Ranger Location called Remnant. It lies in an underpass and must be accessed by switching on the front door and then jumping from car top to car top to avoid the electrified water.

hidden storage chests located in the Secredo Wetlands.
  • 1. Near the mute nest called "Dweller", to the west is a building with no roof that has a storage crate and some wooden boxes.

  • To the East of Dweller and south of the ranger eco called "Canned Heat" there is a broken pipe that you need vortex to get into. It has 2 storage crates.

    ***** Near a road junction are two shacks that have one unguarded crate and a bunch of boxes as well as a few random ammunition boxes. (I will add more details later when I find it again)

    A Jump ramp, storage crate. (I will add more details later when I find it again)

    Please comment or Direct message me on anything you feel that I have missed or that you would like to see more of.

    If people ask I will do more locations in the "Rise of the Ghosts" DLC.

    In the "Rise of the Ghosts" DLC. near the Remedial Ridge, there is an Airdrop shipment on the roof. Near it are two storage creates, one of which is inaccessible. It's in a steel rooftop utility shed with no way to open the door. You can still get the storage crate open by getting on the wall on the roof edge side as close to it as you can and, then use shatter.
DLC and the Shop

Do not do what Ben did and answer the distress call right away before getting the shotgun (at least if not getting farther first in the base game).

Remember that you may either, abandon the first mission or exit the DLC at any time. You may exit the DLC by going through a guarded tunnel at the back of the subway at any time, once you reach the subway that is. Also, remember that there is nowhere to buy building materials in the "Dead Lands"! Use the vending machine whenever you need Infusions or throwables to save your building materials for emergencies.

The Ghosts DLC gives you the feltrite laser launcher (flame thrower), shock grenades, a new nanotrite ability (void), the option of self-driving (auto-pilot) vehicles, and a whole island to explore. It also lets you cancel your overdrive early, saving some of it for faster build-up. This increases your maximum overdrive multiplier, making for the possibility of more healing and a longer overdrive (but only with the right perk). This can be useful, especially later in the "Terrormania'' DLC.

Projectors (in the Rise of the Ghosts DLC) are the only light source that can be broken, which is good because they produce a very harsh glaring light that obscures vision and hides things. You can use your focus, and the light it produces, to see through some of the glare of most other lights.

In the Ghost DLC, the shock grenade schematics are split between the subway (in a shop that opens up halfway through) and 3 trade outposts (in their vending machines) that you must locate. These stun enemies for a very short time and you may find they are not worth the huge expense, about $13,600 if you have the merchant discounts.


"Terrormania" the DLC gives you the incredible Sword of Transitus that is a lot of fun. That's the DLC with the skeleton army. Halloween anyone? You are probably ready for this game when you have all the melee perks and critical hit perks. These will help with damage from the Sword of Transitus.

Don’t rush into the Terrormania DLC as it is more difficult than the base game and “Rise of the Ghosts” DLC. Yes, I know (Ben) that it does NOT fit the setting, but that doesn't mean it's not fun and challenging, I find it to be both.

Note that you can check your progress with the guardians at any time by focusing. Also, the shack where you first arrive has a well-stocked general goods and ammo vending machine up the stairs.

My strategy to fight the guardians is to coax them out (by killing skeletons), then the quest marker will guide you right to them. Next, when they are right in front of me I will go into overdrive (for the extra damage and healing) to fight them.

If my health runs low I will use a slam attack as this will kill all the regular skeletons around me and give me a feltrite boot to health, as well as damage any guardians nearby. When a Guardian dies I will Immediately use "Focus" to draw in all the feltrite I can (for upgrades and healing), as this also kills the nearby skeletons who drop even more feltrite.

Remember that you can leave at any point by fast traveling to the starting shack and touching the record player, returning only when you want by again touching the record player.

The only DLC that might not be worth getting is the one that gives you the settler’s gun and the old armor (Cult of the Death God DLC). It's a very short DLC that takes maybe 15 minutes to do. It doesn't give you much, but it is cheap.

  • The old armor might (maybe) give you more protection. It never says it's a skin and it describes it as "cool looking", but you cannot see it while it's being worn. I no longer believe it to provide even a minor amount of damage reduction (I tested it with the rocket launcher aimed at my feet.

    The in-game store
    has many things you do not have to buy with real money. You can buy them in-game (without spending real-world money), on things such as the golden weapon skins
[/b]. Check with the merchants in Wellspring and Mutant Bash Studio before you spend any real currency on them. I haven't found anything in the store besides DLC and skins (for weapons and the Phoenix).
Mutant Bash TV Secrets
Mutant Bash TV Balloons (hot air balloons) are meant to be chased and shot when you are under them. They drop a crate of tokens (and possibly other goodies) or a mutant carrying tokens, so be prepared. The Mutant Bash TV studio is a great place to buy cheap ammunition as they take mutant spore and tokens (but not cash). You can also sell mutant spore for cash (only) at the butcher shop in Wellspring.

In the halls between Mutant Bash TV sets, are free ammunition and healing. Don't forget to stock up at every hall. Also as mutant bash tokens can only be spent at either of the Mutant Bash TV studios, save your cash and return often to buy your ammunition from the "gift shop". The weapon/gift shop is also the fastest and easiest place to get weapon boosters.

Hidden caches of Mutant Bash TV tokens: For some, these might be considered spoilers so I have hidden the text with the spoiler tags.

These locations hold around 2,700 MB tokens and some feltrite. Each Mutant bash storage crate holds 286 Mutant bash tokens if less look on the ground nearby.
There is a small chance some of them might have fallen through the ground or into an inaccessible area. It helps a lot to stand on top of the mutant bash boxes and storage crates when you open them so that they spray up to you.

1. On top of the Mutant Bash TV studio (accessible by climbing some large shipping steel containers along the rear of the left side) are more goodies. Don't forget the embedded feltrite while you are up there. There's also a data pad on the center table inside.

2. On top of a mesa (easiest accessed by using the Icarus), scattered among some ruined buildings, halfway between Gunbarrel and the Mutant Bash TV studio, you'll also find some regular crates and storage containers in the ruins of a house that is on the canyon floor, down below the mesa

3. There are three storage crates outback of Mutant Bash TV studio west.
They will have up to about 750 more tokens. One of these requires the vortex's ability to reach, another one needs grav-jump. Also, some breakable Mutant Bash boxes and a datapad are at the door. Don't forget the embedded Feltrite in the wall of Mutant bash studio.


Weapons
A fast press of your weapon switch button (either Q on the keyboard or Y on a controller), without a direction press, will swap back & forth between your last two weapons. That is unless you have the "toggle weapon wheel" setting on.

Feeling a little overwhelmed? Remember to use Overdrive often, the game is designed around its use & it refills fast. After you get all 4 schematics upgrades for Overdrive infusions you can trigger Overdrive at will.

Outnumbered, surrounded, Overwhelmed, & under-gunned? Are you dying despite using overdrive? Try The BFG 9000, available with the Digital Deluxe edition or the Digital Deluxe expansion. It's not just a boss gun, it's perfect for these situations. To get it, watch for a meteor striking the hill as you drive out of Vineland. It will be the second split in the road. It will hold the BFG 9000 but never appear on your map, so watch for it.

  • White cross-hairs mean the target is invalid (either you will miss or the target is not hostile).
  • Green cross-hairs mean the target is friendly & your gun will not fire.
  • Red cross-hairs mean the target has no protection.
  • Yellow cross-hairs mean the target is armored.
  • Blue cross-hairs mean the target is shielded.

Opening the Weapon selection circle will show you more than just what weapons & how much ammo you have, it also shows you how many of each type of infusions (health, overdrive, & ability) you have. It's also a safe place to see & select throwable items (wingsticks, hand grenades, shock grenades, & turret drones) all while the game is paused.

In the early game, I choose two weapons. I set one to rapid-fire, & have a second favorite for armored opponents. Like using a rapid-fire assault rifle & a shotgun for armored opponents. Later in the game, you can get a project perk to switch weapon perks, this lets you tailor your weapons to the fight.

With the choice of fast reload vs larger magazines, Fast reload usually has about a 20% speed increase only. The increased magazine size is 50% or more (averaging at least 33% more ammo thus more speed. This allows you to reload a lot less & as a bonus, lets you carry more ammo. This bonus ammo is because the game keeps track of backpack ammo separate from the ammo held by the gun.

some weapons double the weapons load, to match this the weapon would have to increase it's speed by 2x.

One exception is the shotgun. For it choose "speedy reload" over "magazine capacity". You will thank me when you change a magazine to reload instead of hand-feeding 12 shells, one at a time.


You can upgrade weapon damage by spending feltrite on the next level independent of perks. You may skip any weapon core perks you do not want right now because you can always get the perk later if you change your mind, or when you have enough weapon boosters.


Feltrite laser launcher: Rarely runs out of ammo (when fully upgraded). It also goes berserk when in overdrive where it doesn't use ammo; if you have the mastery perk. With the feltrite laser launcher if you prefer to spray & pray shooting, choose to get the "improved generator" over "feltrite efficiency". Otherwise, your weapon will always be running out of feltrite. If you are good with short accurate bursts or use overdrive a lot. Choose "feltrite efficiency" instead for extra damage. If you do run low on ammo (or even empty), either use overdrive if you have weapon mastery (uses no fuel, so all feltrite picked up counts toward refueling so it's almost instantly full) or by switching weapons for a minute.

Sword of Transitus: The only weapon that can block attacks, never runs out of ammo, has a ranged attack that is powerful, & can attack multiple close enemies at once. It comes with the Terrormania DLC.

BFG 9000: Though its ammo is very costly ($1000 a shot, $800 with discount). It damages everything around you (except you). Everything in its projectile path is damaged, & the projectile explodes on impact making this a devastating weapon to use against large numbers of enemies, even when you miss. Available with the Digital Deluxe edition or the Digital Deluxe Expansion DLC (Thanks for the reminder Stotin).

Smart Rocket Launcher: I don't take the weapon mastery perk, blowing up my missiles before they hit might have some uses, but it's not for me. You can get the level 5 damage without getting the weapon mastery perk. If you get too many “target” perks you may find the smart mini warheads often are too few to kill all max locked-on targets, unless you use it with the perk that gives you 5x sneak damage, then surprised crowded areas look out!

Sidewinder Pistol: Avoid taking weapon mastery, as it increases the number of burst fire bullets needlessly & runs your clip out real quick so you're always reloading.

Settlers' pistol: It's better to use the Sidewinder as the settlers' pistol cannot be upgraded. But for saving ammo to open crates it works well, as it does not burst fire. Available with the "cult of the death god DLC". I've been informed I'm not being fair to this gun, it does more damage per shot than the sidewinder & uses less ammo, also it's great for headshots.


Ranger assault rifle: It's very versatile. At first, choose to get the extended mag as this increases the amount of ammo you can carry. Weapon mastery has an unlisted additional perk, it almost eliminates recoil (stabilization). This makes this rifle one of the best weapons for taking out Authority sentries, as it stays on target.

Firestorm Revolver: Its AOE damage range is absolute. Its damage ignores all barriers like armor & shields. One bullet can seek & kill whole close-standing groups in one shot. You can set traps with it in doorways & on explodeables. If you are having trouble hitting them, try aiming at the ground behind the enemy to avoid them trying to doge the effect. Watch for the reticle to change color at longer ranges to know when to fire. Save the less common 36-round Magnum Diablo round cases to refill after the fight or if you need 36 or more.

Grav Dart launcher. IMO it is more for the challenge, fun, & style than practicality. Here is a tip from Coronacop (from a Steam post, on combining the Grav-Dart Launcher and Firestorm revolver. "Flare some people with the revolver, then fling them with grav-dart, then detonate flares, to create fireworks."

Charged pulse rifle: A high-powered energy machine gun with cooling issues. If you fire in short bursts, it should not have a problem overheating. It's a high DPS weapon with incredible crowd-control potential & It's perfect for taking out Authority Sentries & shielded vehicles.

Hyper Cannon: Energy-based sniper rifle. Can be configured almost as an energy shotgun .

Side note the “charged pulse cannon'' doesn't charge up but fires extremely fast, & the “Hyper cannon” charges up but fires slowly. Could they have switched their names?

IMO, all of the throwables (grenades, drones, & wingsticks) suck till they are heavily upgraded, but don't give up on them yet, they do get a bit better with update plans, except for the shock grenades, which never justify the exorbitant price.

Source: https://www.polygon.com/rage-2-guide/2019/5/22/18635670/ark-location-map-weapon-id-accession-nanotrite-ability
Health and Healing
In a difficult fight, don't wait till you're dying to heal, use a health infusion often. At the maximum level, a health infusion also grants temporary damage resistance while the infusion is in effect. This can be a lifesaver.

There are 3 types of health.

The first is current hit points, indicated by the red bar,

The second is the maximum current hit points is called your auto-heal level. It is indicated by a small line on the health bar and gets adjusted down by a percentage of the damage or healing you get. Your current hit points will never exceed this line. The nanotrites (nanobots in your blood) will heal you to this line after a few seconds of not taking damage.

The third type is maximum hit points. The only way to reach this level of hit points is by healing from a health infusion or by picking up enough feltrite. If you hear your heartbeat or the game seems to lose sound, heal yourself immediately (with a "health infusion" or some feltrite) as you are about to die. I have died a few times because I tried to take one more shot first. Over-healing is not an issue, as it will just stop at the maximum total health ignoring anything more.

Watch for feltrite showers in the "Rise of the Ghosts" DLC. They provide a quick source of healing and feltrite ammunition during a fight. They are the glowing, blue grates on the ground that are not "jump pads".

You can also get feltrite, and feltrite healing, from any glowing feltrite engine that is not in a vehicle, such as those connected to smokers, light towers, and lying loose on the ground. Just be careful not to stand too close when you shoot them. You should also, watch for embedded feltrite and glowing mutant egg sacs (which release feltrite when they break). These become detectable with the embedded feltrite perk. Note that you do not get feltrite from vehicle kills or wild "Abadon" mutants.

Don't forget to use the Slam assention for healing when you are surrounded and low on health! %The flood of feltrite this unleashes can be a lifesaver, especially when doing a recharging station mission.

I always stock up on health infusions from merchants, as crafting a Health infusion is more expensive. While you're at it, buy Health infusion schematics whenever possible from a merchant- as they are the most important schematics to buy. When you have bought all 4 health infusion schematics, you get a 75% damage reduction while healing with an infusion. Overdrive schematics are the second most important schematics as with all 4 upgrades you get instant overdrive whenever you need it, without waiting. Each city carries some schematics but never more than one of each type they have. Missing some Schematics? Have you checked all 5 trade sites and the wandering merchant?

Picking up feltrite (blue chips that fall from dead enemies, embedded feltrite, or boxes and storage crates) will heal you some and refill your “feltrite laser launcher” if you have it. You can purchase perks with the feltrite for yourself and your weapons. Note that feltrite in your inventory will not refill your feltrite laser launcher or your health so go ahead and use it! The reverse is also true, the feltrite laser launcher will not deplete your feltrite savings.

On the other hand, if you cannot pick up more health infusions consider healing even if it's only a small amount. This will make room for another health infusion. Waste not, want not.
Feltrite and Nanotrites
Nanotrites are the game's name for nanobots.

Picking up feltrite (blue chips that fall from dead enemies, embedded feltrite, or boxes and storage crates) will heal you some and refill your “feltrite laser launcher” if you have it. You can purchase perks with the feltrite for yourself and your weapons. Note that feltrite in your inventory will not refill your weapons or your health so go ahead and spend it! The reverse is also true, the feltrite laser launcher will not deplete your feltrite savings.

Feltrite storage cases heal about the same as one embedded feltrite cluster, or about 5 feltrite chips.

Everybody except Abadon (wild) mutants drop feltrite when they die. You can also get feltrite from any glowing feltrite engine that is not in a vehicle, such as those connected to smokers, light towers, and lying loose on the ground near disassembled cars (not burning or burned-out cars). Also, watch for embedded feltrite and glowing mutant egg sacs. You do not get feltrite from "in-vehicle" kills and Abadon Mutants (non-Authority, wild mutants).

Extending your feltrite pickup range also helps with healing. There are two feltrite "Magnet" perks (they boost pickup range and speed), but using focus with them extends your pickup range even further.

The Feltrite Magnet perk not only pulls in feltrite for you; it also pulls in more feltrite as without it some can fall into oblivion (over cliffs, between things, or through the floor). The Feltrite Magnet pulls them in as soon as they form before they have a chance to fall (if they are in range).

Try to save opening boxes, storage containers, and embedded feltrite until after combat and don't heal before you open them, BUT DO RELOAD ALL YOUR WEAPONS BEFORE YOU OPEN THEM. A gun's ammo capacity is separate from ammo storage. This will give you healing without having to use a medical infusion and more ammunition. That is unless you are desperate for ammunition or healing, then go ahead and use it, or call 911 (joke).

Also, if you drive straight for a feltrite meteor (not fast travel, reload, or die...) you can often get there before a faction can claim it if you want to avoid the fight.
Nanotrite Abilities
If you are having trouble with the Dash Accession training, go to the rear corner (either one) and face the other corner making sure to keep the guy with the rocket launcher in view. Then he fires, start running as you quickly press the left bumper. Repeat 2 more times.

You can use Focus to help narrow down your distance to an object of interest that you have the perk for (storage cases, ark chests, spy drones, and embedded feltrite). The"Focus" abilities range varies by how much you have invested in it. 50, 75, or 100 meters.

I never take the Focus perk called "remote detonation", because I used Focus too much and it blows up anything that could be detonated like explosive barrels around me. Try it if you want but use caution.

I prioritize the nanotrite abilities "defibrillation" and "constitution". these are essential for survival. You get constitution from the start but must unlock defibrillation from an ark located in Broken Tract. In my opinion, these are the two most important nanotrite abilities, I always work on these first.


Vortex Accession: Remember this can not only push you up; but can also pull you up. When you can only almost reach where you want to go, plant a vortex up on the edge of the ledge and jump up (or double jump if you can) and if you're within its range it will pull you the rest of the way.

Oh, when you are trying to get into a difficult Ark, if they are fighting over it (two factions) you can always move back and watch or listen to them fight. Note that if you go too far away they will stop fighting, just inch your way forward again. About 185 meters to the ark works well. After they are done, go in and easily mop up the survivors. That is unless what you want to do is fight BOTH factions at the same time...
Projects and Perks
I would suggest going to see Marshall in Gunbarrel first, as his mission will give you the shotgun, and I’d suggest you spend your project points only on perks in the “Basic” projects and ammunition capacity perks in “kill and destroy” projects for now. Save the rest for later. Project points are earned for completing tasks like finding datapads and killing all the bandits in an area when you level up in that category.

Projects are divided into 5 colors or categories:
Green projects -> are opened by talking to Lily Prowley in Vineland (in the opening of the game) and are called “Basic” in the projects menu.
Pink projects -> are opened by completing a quest for John Marshal in the Gunbarrel trade town and are called “kill and Destroy” in the projects menu.
Yellow projects -> (depending on your monitor it could be orange) are opened for perk use by completing a quest for Loosum Hagar in the trade town of Wellspring and are called “Capture and Control” in the projects menu.
Blue projects -> are opened for perk use by completing a quest for doctor Kevasir in his lab in the northern Wetlands and are called “Search And Recover” in the projects menu.
Purple projects -> are locked until you talk to Keenan Ford down in the subway in the “Rise of the Ghosts” DLC (hereafter just called the “Ghosts” DLC) and are called “Reclaim and Rebuild” projects.)


Each time you go up a level in a project category, you get project points you can use to buy perks from any category you want, as long as that perks tier (level) has been unlocked. Usually by buying two perks from a lower level or by buying the preceding perk connected by a red line. Complex to explain but simple in execution. Their map markers are color-coded to their project's category.

Progress is easily checked by the color-coded portraits you find on the map’s upper left-hand corner. Current points available are also shown on the map and inventory screens in the bottom left corner by the money and are indicated by the tire icon, the three-branched crystal icon shows how many feltrite crystals you have available to spend. The last icon shows how many mutant bash tokens you have. To clarify the order, it goes like this: money first, next is feltrite crystals, then project points and last is mutant bash tokens.

Convoys are infinitely respawned, making them great for getting money ($200 TO $400), 15 or 20 vehicle parts, and "capture and control" project points. Don't expect them to be easy though. Getting auto drive from the "Ghosts" DLC and putting convoys on the map can help some, because you can then use it to follow the convoy automatically while you aim, just don't let your Phoenix get too close as this turns off the auto drive. It is easy to destroy enough convoys to reach level 18 in yellow projects. Be sure to look for the blue glowing "weak spots". These can be revealed by using "Blast" right next to the truck.

An easy way to earn extra Red project experience is by doing bounties, as they're generally really quick and easy to do.

Small roadblocks also give bonus (yellow) progress, so don't just drive around them. If you kill them from your vehicle, you lose the feltrite they drop and possibly the stuff from the wooden boxes as well.


Collecting datapads is one of the easiest ways to gain experience in the blue category. It also gives you new locations and missions. You may only collect datapads that are glowing green. There are 4 datapads in Vineland to find (along with some misc. ammo). You can search them out or wait till you get the “locate datapads” perk and go back for them. The area under Wellspring has some datapads that do not show up on your items of interest. You have to look for them.)

If you want to unlock all project perks, you will need to reach level 18 in all main project categories (except for "Ghosts" DLC, which maxes out at level 12 and is optional). I’ve seen this described as “easy”, a term I would not use, as it is necessary to find all of the spy drones and destroy a few convoys (6 I think), which takes quite a bit of time.

Each nanotrite ability, weapon, and project has its own perks. For weapons, this requires feltrite and weapon boosters. For nanotrite abilities, it requires feltrite and nanotrite boosters. Projects can be upgraded with project points only. You can upgrade your Phoenix with vehicle parts. You can upgrade inventory items by purchasing upgrade schematics. From ”Cyber doc Carl” in Wellspring, you can upgrade your health, your damage, or your Overdrive but each requires 3 special, hard to come-by, components: Ark Tek Cores, Life Glands, and Neuronic Interfaces (1 each for every 5% upgraded).

I never take the Focus perk called "remote detonation", because I used Focus too much and it blows up anything that could be detonated like explosive barrels around me. Try it if you want but use caution.

I prioritize the nanotrite abilities "defibrillation" and "constitution", as these are essential.
Wooden Boxes, Storage Creates, and Ark Chests
You can only break wooden boxes with colorful graffiti or the small mutant bash wooden boxes with logos. If breaking boxes with a melee attack gives you trouble, first try standing closer and aiming the reticle right at the box. If that fails to help try using a pistol to shoot them (the settler's pistol if you have it, or the "precision shot" of the ranger pistol if not), save your better ammo for enemies.

You can also break boxes by walking them into something solid (like a wall) or jumping on them till they break. I have also found that using a double jump (where available) will break all boxes nearby.

If you want to break a specific box, use a single-shot, nonexplosive weapon like a pistol or the Assault Rifle (if you're fast enough with the trigger). This will even allow you to break the bottom box without breaking the top box if you aim well.

Wooden boxes are marked for their contents: feltrite, ammo, mutant bash tokens, or supplies (which can be up to three different items). Just because you have broken the wooden box or Mutant Bash Storage case does not guarantee you have picked up all the contents. Except for feltrite, your pickup range, for what was in the boxes, is less than one meter (the game is metric, but it seems like this type of pickup range is about 1 foot). I would suggest you walk over to the area where the boxes were, to see if you might have missed something.

REMEMBER TO RELOAD ALL OF YOUR WEAPONS BEFORE YOU OPEN THE AMMUNITION BOXES. A gun's ammo capacity is separate from ammo storage.

Don’t break ammo or feltrite boxes till you need them, or until you are going to leave the area.
Save boxes, storage containers, and embedded feltrite for after combat, and don't heal before you open feltrite boxes and storage creates (as these can heal you free).

if you find infusion boxes you cannot pick up, check to see if you need healing, even if it is only a small amount of damage. If your healing infusions are full, USE it and replace it. This will give you healing without having to leave a medical infusion. Remember that feltrite boxes and embedded feltrite can heal you also. If you are desperate for healing or ammunition, go ahead and use it immediately.

It is usually hard but possible to break storage cases with a melee attack, and shooting them is useless. I don't bother with either, I just press the indicated button or use the nanotrite ability called "shatter" which can even work through walls.

With the right detection perks, you can see storage crates and ark chests through things. This X-ray vision works best through dark surfaces like walls inside buildings.

If you have a great memory or keep notes, don't break boxes you don't need. You can come back later when you do need the ammunition or parts. Please note that the contents of wooden boxes and cases of ammunition sitting out are always random. Leave the area and return and they may be different. Only storage crates and ark chests are permanent, staying the same even between playthroughs.


An advanced trick (IMO) is to watch how much ammo you pick up from containers of various sorts, they should be predictable, so this should tell you how ammo efficient you are being. if it says max, you have wasted an ammo container. If it says a strange number, say 9 shotgun shells from an ammo case, you only wasted 3 from the box (as pickups are all or nothing). Sometimes you can go back later to find ammo you could not pick up before.

While I'm thinking about it, with only one exception, all (unmarked on the map) metal shacks and sheds in the main game have at least one storage crate, sometimes two. This is usually accompanied by some boxes as well. Wooden shacks and sheds usually have something, even if it's only a few boxes. Warehouses and factories are hit or miss though.
Searchable Guide for the Location of Almost Everything
Warning, this section contains spoilers. The link takes to to a page where you can search and find (or look through manually) anything from ark chests to Life Glands and more. the layout is by region, type of location (ie bandit ben, mutie next, etc), and last by location name.

click here----> my searchable guide [workflowy.com]

For the spy drone locations, I used the numbers from https://steamproxy.net/sharedfiles/filedetails/?id=1996129217

sorry couldn't find an English equivalent that was as thorough as this one. If you know of one just let me know,
Headaches, Bugs, and Workarounds
If you get stuck and can't get out, or get lost, here are some ways to escape: First, main missions often allow you to abandon the mission, returning you to the beginning of the area just before the mission starts. Next, you can fast-travel from most outdoor locations to get free. Last, you can save and reload. This will change your location to the last "safe place" you were.


Timing is everything, once you get "grav jump" if you fall from a great height even if it would normally kill you, using “grav jump” at about halfway down can save you. You can also try maneuvering so that you bump into ledges and such on the way down to “reset” your fall distance as well. Note that from the top of a tall building, you might die before hitting the ground. Timing is everything. I believe trying to use the "Slam" ability will add to the survival of a fall with the right timing.

Your compass bar will always and only show the position of the Phoenix car and no other vehicle you drive. It will also show you things like the direction of nearby enemies and the other goals on the map. Map markers can be selectively hidden, compass markers cannot, but they do have a range. The "focus” ability will reveal hidden enemies, even those trapped in walls (which you can kill with area-damage weapons like grenades, the smart rocket launcher, the firestorm revolver, and the BFG 9000).

Your compass can be your best friend in a fight. Watch it for insights like where an enemy is hiding, or use it when you are around a corner (in hiding) to watch enemies' movements. This warns you if someone is coming for you so you know when to shoot, a good way to thin the herd.

Mech Parts: While trying to retrieve the parts for the Mech, when you open the three boxes, be sure to watch for the small parts that may fall to the ground (so you can be sure to pick them up). You have to go to the parts to pick them up. If you don't get all three parts you won't be able to put the Mech together. Don’t laugh, if you're not paying attention they can easily be missed or mistaken for a game bug. Listen for the click because they sometimes go straight into your inventory if you stand in the right spot.

You cannot fast-travel when flying in the Icarus, underground, falling, or from some locations. You may only fast-travel to locations (trade locations only) that you have already been to. That said, try not to use fast travel, the driving you do will often reveal new undiscovered locations and random encounters.

If you happen to get stuck under the wandering merchant’s tailgate when it descends, just crouch down and you can walk right out. Note, do not walk toward the truck as the tailgate may then drop all the way trapping you so you have to save and reload or fast travel to get free. Also, there is (as impossible as it may seem) only one wandering merchant so only one wandering merchant stock is available.

Speaking of the wandering merchant, do not get him to stop near pedestrians as they will attack him, and either destroy him or cause him to take off at emergency speed! Fear not if he gets destroyed, as he will respawn.

Do not try to attack The Crushers until a few seconds after their hit-point bars appear as they will take no damage before that.

Normally a location is marked as complete (and loses its color) when all objectives are complete. This sometimes glitches (a game bug). I have NOT found a complete fix for the “location not completed” bug. It is an annoying but harmless bug that almost exclusively affects "new game+". You still get all the experience and rewards as long as the main objective is complete. For me, it usually shows up on "prestige" levels (new game+) with datapads and fallen Ranger logs. The only workaround I have found is using the other items gathered from the location to recognize that a glitched location is complete. Update: I believe that focusing before reading a datapad helps to negate this bug part of the time.

If you cannot find all enemies in a location, you can reload the area. This may fix the problem but you will have to fight them all again for this area. It rarely takes more than one try, except maybe in Stilltown.

Do not talk to the info-trader (Chad Monroe) located in Gunbarrel standing by a table in the “Dud Primer” to the right of the bar until you have about $2750. What information he sells is only available once, there is a game bug with him. But fear not if you goof up, as you can explore and find the locations on your own. You can see what you can find on your own, then go to the info trader last, to see what you may have missed. This approach will save you money.

Be careful which perks you choose for weapons and projects, as only augmentation perks can be reset by the "Cyber Doc" in Wellspring .


Under the pause menu under Settings/General/Vehicle Camera Centering, if you set this to the off position, you will have an easier time aiming your vehicle weapons. While driving, if your point of view is off-center, and you need it centered fast, press either d-pad up or V. It has two positions straight behind and the second one is raised about 5m (or so) higher. Unfortunately, it does not work on all vehicles. I only turn my vehicle centering back on when I race.

If you die in the Dweller Mutie nest it can block the exit. Worry not just fast travel or save and reload the save to leave the completed nest.

If you get to the "secret bunker" early in the game, the elevator might not work. This is not a bug. It will unlock when you finish the "Ground Control" mission for Dr. Kevasir.

If you cannot pick up an object you are sure you've picked up before, check to see if it's blinking. If not, your inventory is likely full for this type of item/ammunition. That is, except for boxes of junk which will always blink.

No marker for bounty job bug. This is a minor but very annoying bug that has an easy workaround. Simply open the Map tab and switch to the Log tab. Next, select the "Trade Activities" side tab and select the unmarked bounty mission. Last press the indicated button (for me it's X on my controller) to view it on the map. Just place a marker on the map at that spot. Now you can find where you need to go.

The infamous Project Dagger bug (no final mission) may be caused by free-roaming and doing a mission site without first getting the mission. These sites are the Abandoned Authority base, Eden Space Center, and Twin Falls. Sometimes it can be fixed by reloading a save before the last of the 3 Project Dagger missions are completed and redoing it. Hope this helps.

To find Mongo the unborn, the Wasteland Wizard that sells cheat codes (no real-world money needed) try this video RAGE 2 10 Wasteland Wizard Locations - How to get Cheat Codes and good hunting.

The Autopilot can get finicky sometimes, did you wait 1 to 2 sec after entry? Next, try taking over and driving for sec or 2, and the autopilot should be fine.
Rarely, the autopilot can fail to work, the computer may not recognize an unblocked route to your destination or you are badly off the road
. You may have to guide the car back out to route and it will take over. Next try press boost a few times. If it still fails (and you're using a controller) flick the left stick in all 4 directions, this should start it. This is a good indicator that your controller is wearing out or needs cleaning and is sticking slightly off-center. Easily fixed by adjusting the dead zone in the edit controller config for the left stick, or with some electronic contact cleaner.
More Headaches, Bugs, and Workarounds
No working Elevator at the Motor Tomb. Very rarely (I have only seen it 2x) when you press the elevator button, nothing happens. No elevator, no way out, Right? There are 3 solutions to this. The first 2 are easy, just save and reload (appearing outside) or fast-travel to a trade town. If you do, you will only lose out on 2 storage containers.

Being the die-hard completionist that I am, I found a 3rd way out that gets everything. Climb the girders using Vortex & double jump to pull yourself up to the next junction, working from side to side. Last use Vortex to launch yourself out.

A more detailed explanation is tricky, but it's not as hard to do as it sounds. use Vortex to launch yourself on top of the elevator. Now face the back and choose a side to start your climb up. The front/back combination will not work as you will fall back down the larger gap). Double jump up to a junction of a right/left side, and wait for your Vortex to finish recharging. Now aim toward the middle above an X-shaped girder junction on the opposite side. Place your Vortex at that spot and then double-jump to it. The Vortex should pull you the rest of the way up and over, landing you one junction up. Turn and face the other way and repeat until you fit through a junction sliding (falling) slightly down behind where you landed.

This is great! Now you have made it almost to the top. Standing right where you landed, still facing the wall, and press forward as if to move into the wall. Last use Vortex right under your feet to launch yourself up to the next shelf (while still pressing forward). Now you can just walk around to the opening and out. Grab your loot and exit. if you're curious, the elevator will not work from this end either.
Unanswered Questions
Colored smokers and flares mark something interesting or that you can interact with. I’m sure the different colored smoke has some meaning, but I have not pieced it together. I have found no pattern to the colors, if you have, leave a comment explaining this, please.

If you hear a roar off in the distance, it is a Giant mutant called a wild Crusher and it's nearby. Has anyone found a good way to locate them?

Are there any unlisted perks? I know of only one, Assault rifle mastery has a bonus effect of stopping weapon climb while shooting. Are there any others?

Is there a way to predict or control which side of a vehicle you get out on?

Is there a practical use for the ejector seat?
Seems like a dumb way to die to me.

Doctor Kevasir and Walker have a mysterious conversation when Walker goes after the genetic sample on the second main mission for Kevasir. As Walker approaches the Lazarus Station, Doctor Kevasir says something and Walk says "Wait does that mean...", to which Doctor Kevasir replies "Yes?". That's where it always ends. Does anyone know what they're talking about?

Anger Management
So you've completed the game several times and you're looking to play again with new challenges. here is a list of challenges and comments for bringing new life and a little more Rage back into the game. It is designed for you to take one or multiple (mix and match) challenges, if you desire, to customize your experience.

Note These challenges are voluntary, and not coded into the game. (thanks SL)



NEW CHALLENGING TRICK!. If you have the 20mm cannon on your Phoenix, you can use it to destroy the Sentry. The Gatling gun cannot do it, and you don't have enough rockets. Fire till the Sentry "closes" up for its dormant invulnerable phase, jump out and fix your car, then jump back in. Repeat one or two times as needed. It helps if you are up close enough for your vehicle to get locked on, with no obstructions. This works for sentries rated 8 or less (9 if you get good at it). This can be hard to pull off. (Thanks Mike209). At higher difficulty settings, drive away while it's closed up or if your car is damaged (somewhere near halfway at hard difficulty, and even earlier at nightmare and ultra nightmare).

Hide and Seek and Challenges
If you hear a roar off in the distance, it is a Giant mutant called a Crusher and it's nearby. I would suggest using some caution. (Use a rocket launcher, if you have it) You can find them through searching, perseverance, and luck if you try. Crushers are the best source of "Life Glands", and you need them to upgrade yourself at Cyber Doc Carl's. They can be hard to find but if you do, be proud, and enjoy the savings on one less you will need to purchase.

Anytime you hear an Authority hoverjet flying in, try to figure out where it is dropping something off, and then kill or destroy it. It will likely be an Authority Sentry, a road blockade, or Authority mutants that are dropped with a weird-looking machine (for which it will tell you when all are destroyed, “Authority Assault stopped” and give you extra yellow projects experience).

Fast Travel
If you want a more challenging and realistic game you can add no fast travel. The perk "trade routes" made getting ammo easier by bringing it right to you. This is the only time that getting this perk makes sense. The autopilot helps a lot also.

BTU you can use ALL locations without fast travel. The Rise of the Ghosts DLC can be exited from the back of the subway through a guarded tunnel, which will let you through without any problems. you may reenter (after the first time) the island (Ghosts DLC) through a location called "the IN and Out".

If you want an even more challenging game, add no summoning vehicles. Take what you find.

Weapon Chalenges
Note that these challenges are for not using certain weapons, getting them is OK if you can resist using them.Rapid-fire Assault weapons only/no assault weapons
  • Ranger Assault Rife
  • Charged Pulse Rifle
  • Grav Dart Launcher (?)

Energy weapons only/no energy weapons
  • Hyper Cannon
  • Charge Pulse Cannon
  • BFG 9000
  • Feltrite Laser Launcher (to op, use only if out of all other ammo)
  • Shock Grenades

Pistols only/no pistols
  • Sidewinder Pistol
  • Firestorm Revolver
  • Settlers Pistol

starter weapons only/story weapons only
  • Sidewinder Pistol
  • Ranger Assault Rifle
  • Combat Shot Gun* (story weapon)

AOE weapons only
  • Rocket launcher,
  • Firestorm revolver
  • hand grenades
  • BFG 9000
  • Shotgun
  • Hyper Cannon

two, or three weapons of choice

One weapon only (as soon as acquired)
  • for dead shots only as most weapons run out of ammunition too quickly

Least favorite weapons only (limit 3 max)

Favorite two Weapons only

"gravity"/force attacks only (possible use of ability infusions and overdrive at the same time.
  • Grav-Dart Launcher
  • Vortex
  • Shatter
  • Void
  • Slam
  • is shield a force attack to you, if someone walks into it for damage? (requires the right perk)

No weapons.
  • Just melee attacks and nanotrite abilities!
  • Since the sword of Transitus is (technically) a melee weapon, I'd grab it (if you have that DLC) to use in emergencies.

    weapons that require no reloads (only/no)
    • Charged pulse cannon
    • Feltrite Laser Launcher
    • Sword of Transitus
    • Melee attacks

    Purchase challenges


    Ultimate collector: Purchase everything possible filling all inventory slots and selling nothing. The challenge here is the lack of money and finding everything you can to fill the slots.

    No buying anything from vending machines (pretty easy), no buying anything except from vending
    machines (this is hard) or only from the traveling merchant (also hard).

    Buying ammunition from vending machines only/no buying any ammunition (shoot what you find)
      (The challenge here is convenience and price)
    • no using the Feltrite Laser Launcher, the sword of Transitus, or melee attacks.

    No buying anything/no buying from vendors and/or vending machines (mix and match)
      (is this clear" If not comment and I will rewrite it)
    • Crafting Materials (Electronic, Mechanical, Explosive, and Chemical)
    • Weapons Ammunition
    • Phoenix ammunition
    • consumables (Health Infusion, Ability Infusion, Overdrive Infusion)
    • throwables (grenades, shock grenades, Turret Drone, and Wingsticks)
    • Upgrade Items (Weapon Core Mods, Nanotrite Boosters, Auto parts)
    • Other power-ups (Life Glands, Ark Tek Cores, and Neuronic Interfaces)

    No stealing cars for profit

    Diversions

    how many trees/cacti can you hit while driving at full speed? Just a way to fill the time while grinding cash. I go from Gas Pass Pit Stop to Wellspring holding down the accelerator the whole way. 7 palm trees is my best score in this stretch.

    How few feltrite chunks can you leave behind while harvesting from a meteorite without moving your feet? (my record is 3 leftover)

    fewest casualties (no killing (except where required by the mission) or the opposite kill everything (no passing up pedestrians)


    Though many of these purchase challenges seem to be similar they should play differently.
    If you have a favorite challenge, tell me about it in the comments, or DM me.

For the Curious
This started as a "conversational FAQ" (which would read as a conversation). It's grown well beyond that but its heart and pieces remain. And yes I started writing it for my friend Ben who was having trouble with, and questions about, the game.

Initially, he would help and offer questions and advice about my guide. I would love to have his help still, but I fear he thinks himself over the need. Then again. maybe he just got burned out from all the rereads from all my edits. Anyway...

You might wonder why so many edits in a short time for an old game. Well, I'm slowly losing my vision and want to put in as much as possible while I still can. I am running the game at the same time as having my guide open, switching back and forth to keep ideas as fresh as possible.


Did I do something right?
Can I add something?
Is there something I could do better?
Did I do something wrong?
I'd be glad to hear about it in the comments or a direct message.
(and yes, this document and I live for feedback
not because of insecurity or ego,
but from a need to grow and improve).
20 Comments
Long Knight  [author] 28 Mar @ 11:55am 
I'm sorry guys, I found a bunch more to add in and edit. Partly thanks you, all those who directly messaged me. I appreciate the help and new friends.
Thward 17 Mar @ 6:06pm 
I haven't use the searchable guide yet, though I might on my next playthrough. Your Steam guide has so much information already that I will have to do a lot of work just to find all the stuff you've called out there.
Long Knight  [author] 17 Mar @ 12:24pm 
has anyone used the searchable guide? I cannot tell. Love to know your thoughts.
Long Knight  [author] 16 Mar @ 10:45pm 
oh, and I expanded every section with new stuff, Just having trouble taking screenshots of the maps. Does any one know a reliable way?
Long Knight  [author] 15 Mar @ 9:34pm 
thanks Thward. Ok, the rewrites are done, just need to finish the Hidden locations section.:steamhappy:
Thward 14 Mar @ 4:54pm 
Looking forward to it! Post a note in this comments section and anyone subscribed to it will get notice.
Long Knight  [author] 14 Mar @ 11:51am 
currently working on a rewrite and making a new section called Hidden Locations. comments and ideas are welcome. Also, feel free to DM me.
Long Knight  [author] 21 Nov, 2023 @ 8:58pm 
Fixed a problem with the searchable guide
Thward 27 Aug, 2023 @ 11:57pm 
This is a fantastic guide! Great job! I learned so much that I may wipe my saves and start over so I do my playthrough right.
Long Knight  [author] 15 Aug, 2023 @ 12:16am 
I just added a new section just for easier ways to making money, project points and car parts for an easy-ish way to make money, project points and car parts. hope it helps.someone.If you like it I may add more.