Repair The Great Conduit - Hob Walkthrough - Neoseeker
Repair The Great Conduit - Hob Walkthrough - Neoseeker
Repair The Great Conduit - Hob Walkthrough - Neoseeker
Hob
There is a conduit just to the south that you can activate with your arm, but before you do, I recommend going east and finding the ladder down into this
area.
There are a pair of those rolling armored enemies in this hallway, and I recommend that you take the time to lure them down the hall to the east
and get them to roll off the cliff and die. There's actually a much easier way to kill them if you wait - but this way counts toward the Beguile
trophy for Luring 10 enemies off of cliffs. Either way, you'll earn x10 total for defeating these guys, 5 for each.
There are also a bunch of scorpions in this hallway. Clearing them out is optional.
Climb back up the ladder and return to the Checkpoint. There is a conduit that you can power by sticking your arm into it with . This will turn off the
current blocking the gate nearby leading back to the central area. It will also create a convenient new stone pathway down, so you don't have to go around.
Finally, it will power up the platform in the middle of the central area of the desert.
Go to the platform and use one of the four ladders hanging down to climb to the top. Walk to the floating sphere in the middle and use to
activate the platform. You can now control the platform. It sprouts legs like a crab and can walk around.
/
While walking around with this platform you will instantly kill any enemy that you step on - even the powerful armored enemies. If you didn't kill them already,
they will be easy to defeat with this platform. Luring them off the cliff is still a better way to handle them, though, for trophy reasons.
Walk the platform down the hall and look for a circular object on the floor similar to the one it was parked on when you first found it. Walk onto the object
then press to release control. Parking the platform in this spot will power up a generator just to the right. Before you use the conduit next to the
generator, though, there are a couple of other collectibles in this area.
Head left along the ledge. Eventually you'll reach a box that looks like an orb box. It's actually better. When you open it you'll find a
Schematic for a Punch Upgrade. You can now purchase this upgrade to increase the damage you do with punches for x60 back at the
workshop.
Head back to the east, but don't stop at the generator. Run right past it. Just to the right of the generator, you'll find a flower pod that you can
force open for a heart piece.
If you're ready for a huge challenge, head further east. There's a powerful wizard creature in this direction. This is unquestionably the most
difficult enemy you've ever faced at this point, so only go if you're feeling up to the task.
This wizard has a ton of HP, and he shoots out orbs of electricity. If they hit you they'll damage you, naturally, but if they miss they will actually
hit the ground and spawn a scorpion. He shoots these things out four or five at a time. you'll be facing a lot of scorpions here. He also has the ability to
pound the ground with his staff, creating an electrified shockwave that damages anything close to him.
There are three platforms in the area, and this wizard will teleport around between the three platforms at random. Only one of the platforms is on the
ground, where you can easily hit him. The others are raised platforms that require you to climb up to him to be able to attack him.
Each platform has a metal device nearby powering the platform that allows him to teleport to it. If you destroy the device, he can no longer teleport to
that platform. It's very difficult to hit him without hitting the device next to his platform, especially since you're constantly dodging lightning orbs and
scorpions. The problem is that if you only attack him while he's on the lower platform where he's easy to access, eventually you'll likely destroy the
device, making it so he can't teleport to that platform. Then when he teleports away, you're stuck making a treacherous climb to attack him on the raised
platforms.
What you'll want to do is to climb up to the raised platforms first, while he's not up there, and destroy the devices up there, so that he can't teleport away
from you. Only after you've destroyed the teleporters on the upper platforms should you turn your attention to the wizard himself, who will now be stuck
on the ground floor where he's easier to attack.
I say easier, because it's still not necessarily easy. You still have to find time to dodge his lightning and avoid all the scorpions and just try to get in a hit
every now and then. This will be a tough fight. If you have the Sword Thrust ability it is very useful in this fight. It's a great hit and run move. You can run
around and dash in for an attack, and the Sword Thrust does about 3 times the damage of a normal attack, then just run away again.
After you beat the Wizard, head north. You'll find a box that you can open for an additional x10.
Just to the right of that is a spot where you can sit down by pressing . These spots are vistas, and finding and sitting in all of them will earn
you the World Explorer trophy.
/
Now backtrack back to the generator, and flip the switch to activate it. This will lower some segments of a ringed platform on the other side of the hall
below you.
Jump back on your platform and use to take control of it and walk it north across the hall to the ladder leading down off of these ring platform pieces.
Exit your ride and climb the ladder. At the top you'll need to jump across to another ladder to the left, then to a third ladder further left before you can climb
all the way to the top of the platform.
At the top of the platform, jump over a gap and start heading back to the right, following the platform as it curves north. When the path ends, jump across a
gap to the right, and climb the loose bricks up to a higher level. There's a save checkpoint here. Drop down to the right to a slightly lower platform, where
you'll find a ladder leading down in a hole in the middle. Take the ladder down. It's a long ladder.
You'll come to a room with sections of electrified floor. In the middle of the room, there's a box in a hole in the wall. Pull the box out from the wall. No need to
drag it around. Just pull it out. This will break the electrical circuit and turn off the electrified floor sections.
Now head to the southeast corner of the room. With the electric floor turned off, there's a ladder you can reach that takes you up to a platform. There's
another box up here. Grab the box from the south side and push it north off the ledge. Hop down, and push the box to one of the square holes in the
walls on the left or right of the room. Push the box into the hole. It seems these boxes act as circuit breakers. Plugging this box into the hole activates a
device on the upper platform. Use the box in the center to climb back to the upper platform and activate the device.
Now hop down and pull the box out of the hole, and drag it over to the hole on the other side of the room and repeat the process.
Finally, hop back down and push the box in the center back into its hole in the wall to complete the final circuit. Then pull the other box out of the
wall and use it to climb up on the center platform. With all three circuits activated, there is a hand switch in the middle of the platform that you can
activate.
Climb back up the tall ladder. At the top, there is now a new lever that you can rotate. Rotate the lever counter clockwise and the towers will drop down to
ground level, fixing the floor of the hallway below so that it's a smooth surface.
There's another rolling enemy to the left. If you continue past him to the west, you'll find a cliff you can lure him off of to continue your work
toward the Beguile Trophy. You earn x5 for defeating him.
/
Head back down the hall to the south and west and find the platform where you parked it near the ladder.
Drive the platform all the way to the northeast of the hall, east of the save checkpoint. At the end of the hall in this direction there's
another circular platform on the floor. Park on this platform and it will power up a generator. This causes the pillars to your west to lower
a bit. There is now a stone ladder within reach on the pillar just to your left.
Jump off of the platform to the ledge to the left and climb up to the ladder. Climb as high as you can, then jump to the right to a second ladder, and jump
right again to a third ladder. Climb up this ladder to the top where it will take you to some paths overhanging the area. At the edge of this path, you'll find
a cloaked figure with another sword that you can salvage for metal .
Climb back down and return to your platform. Drive the platform down the hall to the west. You'll have to go south, then come back north up the
next hall to the west. At the west end of this hall, there's another metal dock in an area on the north side of the path. Park on this dock to power up
another generator.
The path from here leads left, but there's a save checkpoint to the right that you might want to make sure you activate. There's also a punch button here
that can create a stone ladder back to the ground floor for easy future access to this spot. This button was added in an update and is not there in early
versions of the game. Just be careful for the purple talons in the area.
Head along the path to the left. This finally brings you to the spot that your robot friend marked on your map when he first gave it to you. There's a
hand activation switch here. Activate the switch with . The switch activates an elevator, and the platform you're on descends into an
underground dungeon.
There's a lever here, but it's jammed on something and you cannot turn it.
There is also a Vista here that you should activate on the south side of the platform.
This Vista might be missable! After you complete this dungeon, this entire platform lifts up out of the dungeon, and this becomes a completely
separate Vista that you have to activate again from outside. After that, I don't know if you'd be able to come back into this dungeon to activate it as a
dungeon collectible or not.
/
Head west across the platform. Take the ladder up, then exit through the door on the northwest side of the area. You'll pass another Save Checkpoint. Keep
going west and you'll find a ladder leading down.
At the bottom of the ladder, there's a weak wall on the right. Punch through the wall with a charged punch, and you'll find a box on the other
side. Open this box and you'll receive x10
Go back outside and to the left of the ladder you just descended you'll find another ladder leading further down. Take the ladder and then continue going
west across a thin walkway.
You'll come to a large square platform. In the northwest corner of this platform you'll find another Vista. Activate it and check out the view
before moving on.
Go down the ladder on the southwest corner of the platform. At the bottom, there's a weird little robot.
It's up to you how you want to handle this. If you kill the little robot, it will prevent a tough fight. Left alone, the robot will run to a little scanner on
the wall and activate it, opening the door and releasing a much bigger robot. This robot is actually pretty tough. There are two such doors in
this area, and others in similar places later in the dungeon. Killing the small robot before it activates the doors is quite easy, however, each big
robot that you kill will earn you . I have received x1 or x2 for each one that I defeat. It's not a big amount, but it does help toward earning all of
the abilities in the game. The choice is up to you, and depends somewhat on what trophies you're trying to earn at the moment. If you're trying to get the
trophy for getting through the game without upgrades, obviously you don't need to concern yourself with
After you've dealt with these two robots one way or another, look closely at the southeast side of the cliff face. You'll notice a ladder of loose
bricks leading down. Take the ladder down, then walk along the path to the northeast. At the end of this path you'll find a broken down robot
that you can salvage for .
Return the way you came and climb the ladder back up to the platform with the two robots. On the southeast there's a gate that's blocked off by lethal
electrical current. However, it's shorting out. The current will drop out for a few seconds at a time. Wait until the current shuts off momentarily and dash
through before it can come back on and electrocute you. You can use your teleport move with R1 to dash through the arc safely if you have trouble timing
your dash.
On the other side is another little robot who will activate a door to bring a bigger robot. Again, the choice is yours. The big robot is worth 1-2 , but is a
much tougher fight.
There's another electrified gate to the southeast that can be bypassed the same way, by dashing through as the current shorts out or teleporting through
with your warp ability. There's an inactive teleporter on the other side.
Drop down onto the path of stone steps leading down around the south of the platform. At the bottom there's a brick ladder that will take you down to a lower
section of the dungeon.
Head east until you find a mechanical device on top of a circular platform. Punch the button on the platform to spin it around, and it will lower the
whole platform down to the level below you.
Now go west along the path. At the end of this path you'll find a Flower Pod that you can pry open for a heart piece .
/
Go back to the platform and punch the button on the lever again to spin it back the other way, which will open the gate that closed on the level
below when you punched the button the first time.
Go down the ladder to the right and you'll now be able to reach a hand activation button on the lower level. Activate the button with .
This will raise the whole platform back up to where it was when you started, but now the teleporter pad at the top is activated.
Climb back up the ladder, then go left over the circular platform, then continue off to the west and jump up and climb the brick ladder that you initially came
here with. Follow the stone path back up the way you came until you reach the teleporter.
Activate the teleporter with R1. This will teleport you twice to the right, and you'll end up on the east side of the dungeon near a new Save Checkpoint.
There's an open door to the south, but we'll ignore that for the moment. There's a ladder leading to the right of the checkpoint that leads up. Climb the
ladder to a ledge, then go through the door along the ledge, directly above the door you saw on the lower level.
There's another one of those little robots here. If it sees you it will attempt to open two doors, releasing two more of those tough robots. Kill it before it
opens the doors, or let it release the robots so you can kill them for extra .
There's an orange path along the southwest side of this room. It's kind of easy to overlook. Take that path south and you'll find a cloaked
warrior that you can salvage metal for a sword upgrade.
Return along the path and then take the door exiting the room to the east. Follow the path northeast and you'll find another teleporter. After you teleport, go
north through the small building and exit out the west. You'll slide down a slippery slide to a platform below. There's no going back the way you came.
Look for a ladder made of loose bricks leading down to the platform below you. There's a Save Checkpoint at the bottom of the ladder.
Look for a path south of the checkpoint that leads around a platform above you. The path goes south and turns west and goes around the south of the
platform. Eventually you'll find a ladder of loose bricks leading up. Don't take that path. There's a better way to get up there.
Go south from the ladder instead. You'll drop down onto a path that goes south, then turns west. At the end of the path, you can jump across to
a lower platform against the stone rock face to the north. You can now jump across a series of small stone platforms leading northeast. At the
end of the path you'll find a lever embedded in the ground. Press to activate the lever, which will cause the platform to raise up. Just to your
left, you'll find a box that contains x10 - the final collectible for this dungeon.
Going east, you'll run into a wizard. This guy is identical to the wizard you faced outside, near the beginning of this section. Look there if you need
instructions for how to beat him.
Southwest of the Wizard you'll find a platform with an orange ladder leading down. Take the ladder down to a lower level. There are two teleport pads here.
The one on the right is only an endpoint. If you take the pad on the left, you'll eventually come around and land on the pad to the right. Not much help.
There are two blocks moving back and forth between a center platform and platforms on the right and left. You're on the right platform. Wait until a block
comes to your side then step out onto it and ride it to the center platform, then step off.
There are two electrified current gates here, shorting out like the ones earlier. Wait until they go off before sneaking through. It's also worth noting that you
can safely teleport through these electric fields with your warp ability. Just be careful, because with two right together you could teleport through the first and
land on the second if you're not careful.
Once you're through both fields, there's a hand switch on the far side. Activate it with . This will turn off the electrified fields, and also cause a
power cell to be dispensed from the ground nearby.
As always, while carrying this cell if you get jostled it will cause you to drop the cell and it will explode. If you need another cell, activate the hand icon again.
Pick up the cell and go south to the moving blocks. Wait until a block is in place in front of you and step onto the left most block. Wait for it to take you to the
left platform and step off. The block doesn't stay docked at the left platform for long. You have to anticipate your arrival and start moving just as you reach
the platform. If the block starts moving as you're stepping off you'll drop the cell and it will explode. This might take you a couple of tries to get the hang of it.
After you get a cell over to the left platform successfully, plug it into the power conduit. A hand switch next to the conduit will light up.
Using this hand switch activates a timed section. The teleporter just to your right will shut down and lower, and the teleport pad to the right will
activate. You have until the teleporter on the right moves back to the top to get back to the right hand platform, climb the orange ladder, and use
the teleporter on the left. Using the teleporter with this pad deactivated will cause you to bypass it to the teleporter on the right, which will ultimately
change the path and teleport you to a new platform in the middle that you've never been to before. Once you've activated the teleporter
Remember that holding R2 makes you run faster, and even increases the speed that you climb ladders.
After you make it to the teleporter in time, the other teleporter deactivates permanently, meaning you can go back and forth along this series of teleporters if
you want. There should be no need to go back, but if you fall and die and start back at the checkpoint, you won't have to rush back to the teleporter to get
back.
There's a hand switch on the left, but it's deactivated. Climb up the orange ladder in front of the teleporter where you landed.
/
Follow the path north and you'll find another hand switch in the center of the room. Activating it will cause the device in the middle of the room to try to spin,
but it's locked into place by two platforms on the right and left side of the room.
There's a small gear coming off the left side of the walkway. Use it to jump over to the walkway on the left. Cross the walkway to the left side of the room. Go
to the ladder leading down and climb down to the lower level. Go to the shining box underneath the pillar at the edge of the left platform. Press and pull
the box out. The pillar will drop down, and the platform above will slide outward.
Climb back up the ladder, and then follow the path clockwise around the outside of the room. There's a gap in the floor that you'll have to jump across
halfway around. Shortly after that you'll come to another orange ladder going down. Climb down and continue along the path. At the far end, you'll find a box
just like the one on the other side. Grab it and pull it away from the wall, and the pillar will drop, allowing the right platform to move, unlocking the device
in the middle of the room.
Return back the way you came, climbing the ladder, jumping the gap, and return along the path to the left to reach the device in the middle.
Activate the hand switch and the device will begin to spin.
Go south along the path and back to the orange ladder. Climb down to the lower level. The hand switch here is now lit up. Activate it with and a
new ladder will appear on your left. Climb the ladder up
This brings you back to a checkpoint you passed earlier. There's a door to the south that you never went through before (or if you went through it had an
inactive hand switch). Go through that door now and you'll find that the hand switch is lit up. Activate the switch and a new platform will move
into place to your right, and the central platform from the beginning of the level will rotate down and connect with this platform.
Walk across to the central platform. You may remember that there was a lever on this platform that was stuck and wouldn't turn. You can now turn the lever.
Turn the lever clockwise to complete this level. The entire platform will raise up, bringing you back out of the dungeon, and bridging the large hole in the
middle of this area that you were luring the rolling enemies into earlier.
Power Restored
Comments
enjoi Dec 30, 17 | reply 0 thumbs! ^
You can get first vista in The Great Conduit if you missed it. At the same bridge in overworld.
It's possible that they've changed this in an update of the game since then, but I don't really have a good way to test it at the moment.
(0.0600/d/www1)