Overview
This is a full guide that will help you through the mechanics, lore, vocabulary and secrets of this game.This guide is currently WIP, and will be extended by me over time.
Before you start a new game…
…you might wanna head to the options and get yourself familiar with the controls. Some of the more essential controls may be unbinded, so you wanna change that as well. The controls you’ll need at the beginning are:
- Turn wheels left/right / Move forward/backward (obviously)
- Acceleration
- Turn over left/right
- Activate KiD
- Open
- Fire All Weapons
As you learn about the game mechanics, you can gradually take more of the controls into account. Note that you can’t change your controls while you’re playing though, and have to save and leave back to the main menu in order to do so. I will highlight key controls in this guide in [squared brackets].
Also, prepare for a lot of strange and confusing vocabulary which might throw you off quickly. I’ll try to explain as much as necessary in this guide though. New terms will be highlighted bold.
Introduction
As you start a new game, you’ll be given a prologue about the story, which is already very confusing, but kinda goes like this:
Humanity met the Infinite Mind, which gave them the technology to build Passages – basically portals to different worlds. They then proceeded to build one passage after another, greedily harvesting or colonizing all the worlds they found. The so developing network of connected worlds is also called The Chain.
One fateful day though, humans found the world of Cry, inhabited by the Cryspo, a hive mind species controlled by a Queen which easily overwhelmed the incoming human explorers. They used the passage to ravage through the different worlds already inhabited by humanity, forcing them to seal the passage to Earth to protect their home world – the cut off part of the Chain now known as the Lost Chain.
The stranded humans on those now Cryspo-infested worlds – who were later known as Softies – were continually decimated by the Cryspo, until the Infinite Mind – in a successful attempt to drive the Cryspo back and cut off Cry from the Chain – decided to initiate an event called The Clash, which genetically merged Softies and Cryspos over several decades to a new species, called the Lostie. Those on each world furthermore evolved into three independent Bios – kinda a synonym for Lostie subspecies. Those bios are the Eleepods, the Beeborats and the Zeexen.
Although each of the bioses evolved individually on each world, they all have two things in common: First off, they all live in so-called Escaves – underground cities built by the Softies back then to protect themselves from the Cryspo. Their population is simply referred to as Bunches. Second, they all are practicing a ritual called the Cycle, which consists of several stages and is always being looped throughout their whole existence. This cycle is affected by the Larvae, a centuries-old underground species which belonged to the Cryspo back before the Clash and had gotten direct commands from the Queen before Cry was cut off – still roaming the underground today and waiting for a signal from their Queen.
Now in the present, the clan of Vangers has emerged, a group of traders and warriors out to explore the Lost Chain of worlds and uncover its mysteries, and you are one of them…
Inside an escave
The game starts you off in front of a strange, giant green worm-like creature – an eleepod, whose name is Leepky, and is the counselor of Podish, the place where you start off. Podish is an escave; there you can trade, upgrade your equipment, save the game, talk to the escave’s inhabiting counselor and generally be safe from the overworld. On top of the screen is Leepky’s dialog box, you can use the button on its right to scroll further through to what Leepky is telling you. As you are being bombarded by even more strange vocabulary, you might wanna use the question button on the bottom left, scroll through the different terms in your dialog box and press the button on its right side to have the term explained to you – in a more or less obscure way, depending on the counselor you are currently talking to. Don’t worry, like I said I’ll explain the most necessary vocabulary along the way. Nevertheless, finish talking to a counselor and they might either close their curtains or – depending if you did something to anger them – force you outside of the escave.
If you click the arrow on the right side, you are being transitioned to the trading screen, which is divided into the store and your inventory. On top of the store’s item preview you can select between three subcategories to browse for items: the left one for weapons and ammunition, the right one for general utility and quest objects, and the center one for Mechoses. A mechos is the vehicle you are driving with – at the beginning you are equipped with the Oxidize Monk, which is a fairly fast and agile mechos, but has rather low armor and a very small cargo bay. You can check your mechos’ cargo bay and payload on the inventory on the right side, which has a hexagon-shaped layout. The red colored bays are where you equip your armament – the single hexagon one being the Terminator bay -, the yellow one is for several devices – also called Rigs – to aid you on your journey (with the Oxidize Monk, you don’t have one yet), and there’s a general bay for all kinds of stuff to carry with you – remember that weapons and rigs cannot be used from in there. On top of the inventory you see the number of Beebs you have – these are the currency you can trade your stuff with.
Notice: If the escave’s counselor is mad at you and about to throw you out, you might not be allowed to access the trading screen.
To buy items from the store, use the right and left arrow below the preview – or the button inbetween to show a list of all offers instead -, then click on the preview of the item you wish to buy and place it in the appropriate bay inside your mechos. If you can cover the price, it will be automatically deducted, otherwise you won’t be able to put it in your mechos. The same goes if you don’t have enough space to fit the item. You can only have one mechos, so buying a new one will automatically sell your current one to the price that’s listed below your inventory. When transitioning to a new one, you’ll be given the option to automatically transfer your equipment or place it over manually.
Caution: Items you didn’t transfer when selling your mechos will be lost!
Notice: Although the obvious way to upgrade your mechos is to get the more expensive ones with bigger bays and better armor, it is not always the recommended way to go. Especially heavier mechoses will be more likely to struggle through uneven terrain, where smaller and agile mechoses will have an advantage. This is a matter of preference though; try out which mechos fits you best.
When you browse through the store, you can right click the preview to get a description of the shown item. Below the preview you can see the price and stats of different items. Note that both offered items and the price levels are changing from time to time, so it’s definitely worth checking the store every now and then for new items and discounts. On a last note, if you’re browsing through the mechoses, you might notice a bunch of cheap tiny ones you can buy; those are called Raffas. You’ll never want to drive around in one of these, as their cargo bay is as tiny and you’ll easily end up as breakfast to other vangers out there.
Initially, your bays are empty, so you want to equip yourself with a gun first. The only affordable gun that fits in your mechos right now is the light MacHotine gun, which is a basic, semi-automatic firearm with mediocre damage. After that you can buy Nymbos from the store, which is a ware that you later can sell for a higher price to make some profit. Once you’re done, use the right arrow to return to the main screen. Before you jump out, notice the yellow disc button on the left side – it’s where you save your game! Now you can use the top left button to leave the escave.
HUD
Now that you’ve been dispatched out to the world, let’s take a look at the HUD first.
- The bottom right window displays the minimap, with you and other mechos displayed as dots in their respective color.
- By clicking on the top right window you can turn on a menu which shows you several options:
- The Chain shows you the network of worlds you can travel to later in the game
- Compass activates a navigation system, where you pick a destination on your current world and a red indicator with a distance counter shows you the direction to have to travel to. Keep in mind that the indicator only shows the airline to the destination and you have to figure out a route for yourself, as well as the indicator being highly unprecise at times and having quite some delay.
- Camera shows you some options to manipulate how the game’s top-down view works; you can enable tilt, which tilts the camera upwards a bit when you’re moving, to create a slight impression of 3D. You also can enable auto-zoom for the camera to zoom in and out according to your movement speed, and also auto-rotate to orient the camera to your mechos’ front all the time, which is not advisable though as you’ll be quickly losing your orientation.
- Parameter shows you your two personal stats:
- Luck ranges from 0 to 100 and determines – amongst others – how likely you are to find items in hideouts. It can be affected by performing various tasks.
- Dominance ranges from -100 to 100 and determines if other mechoses are more likely to attack or avoid you, as well as prices in the stores. It will slowly decrease over time and can be increased by investing into stronger equipment or destroying other mechoses.
- Below the minimap, you can see a button like the one that got you out of the escave. Use it to open different hatches in the game; either to an escave like the one you were tossed out on initially, or on cobweb-like ones spread out over Fostral to get carried to a hideout where several goodies might lie around for you to pick up. It might be more convenient and/or time-critical to use [Open] instead of the button, though.
- Press on the arrow button on the very bottom right of the screen to fold out the right side of the HUD to show your inventory. On there you can check and rearrange your current payload and weaponry, use several non-device items (by right-clicking them), or jettison items by releasing them at some point on the main screen, where it will then be tossed towards. Collecting items off the ground is done by simply driving over an item. If an item doesn’t fit your inventory, it will be collected and instantly tossed away from you. On top of the inventory at the left and right of your beeb counter, you can toggle which types of items your mechos will pick up.
Notice: If you find yourself not being able to pick up any items at all, it might be because you clicked one of those by accident, so check those first.
- If bound, [Full screen] will hide the HUD completely – except for the gauges – so you’ll have a better view of what’s happening around you.
On each of the corners of the actual game screen you have a gauge:
- The top left one will undoubtedly be the one where you will keep your eyes on the most time – it displays your shields (orange) and your armor (white). While shields will restore themselves over time, you have to restore armor either by visiting repair stations or using Glueks, which you can either buy from the store or frequently find in hideouts with appropiate Luck. Shields are drained either through taking damage in a fight, using your KiD, or through several environmental influences. Be aware that your mechos will begin to auto-jettison items from your bay once your shields are fully depleted, so if you find yourself in such a situation, check your inventory screen afterwards. Also once shields are down, the damage will carry over to your armor; once that is down as well, your mechos will explode and your game will be over.
- The bottom left one displays your used inventory space.
- The bottom right one displays the number of Spiral charges you have left. Those are required to travel through passages later in the game, and can be restored in Spiral charge stations.
- The top right one displays your current devices’ charge, if you have one equipped – given your mechos has a rig bay to begin with.
Pressing the Escape key opens the Pause Menu, which halts the game and let’s you change the sound volumes or exit the game. It also features an option to toggle ingame tips as well as an autorun option which will let your mechos move forward automatically. The Pause Menu can also be opened from inside an escave.
Caution: Progress will only be auto-saved inside an escave, so exiting the game in the overworld wipes all of your progress since the last time you have been inside an escave.
Controls
Now you can control your mechos with the obvious movement controls. Note that [Acceleration] actually triggers an infinite boost for your mechos to travel distances faster. The KiD also further extends your means of travelling – loading it up makes your mechos actually jump! The longer you hold [Activate KiD], the higher/farther you will jump, while also depleting more of your shields. If charged up well enough, it also can make you burst through solid ceilings, freeing you from hideouts or ambushing other mechoses through bridges. Note that the KiD can actually only deplete up to half of your shield, and that it’s not usable reliably as long as your shield is below that value. This adds to the danger of being ambushed when extensively using your KiD, although it can also be your saving grace if engaged in a fight you know you cannot win. Since the terrain of the worlds tends to be rather uneven and hard to traverse, you might find yourself toppled over several times. That’s where you’ll have to use [Turn over left/right], which can bring your mechos back on track. Finally, [Fire All Weapons] – quite obviously – fires all the weapons you have equipped at once.
Another way to deal damage besides firing your weapons is to use the hazardous appendages on your mechos that are not just placed there for decoration; t-bone or rear-end other mechoses to deal damage to them – preferrably with high speed. Usually this can be enough to finish raffas off with one hit. Although I can’t confirm this, be aware that the damage output might scale with the size of the mechos.
1st world: Fostral
Now that you’re all set, welcome to the overworld of Fostral, Vanger! Currently you are located on top of Podish, which is Fostral’s main escave. As you first explore the overworld, you may notice several things:
- You see several bugs crawling around the floor here and there – those are Beebs. Yes, the currency of the game is actually those bugs. You can collect them by driving them over, and they are color coded by the amount of Beebs they credit to you – golden ones bring you 100 Beebs!
- Spread all over Fostral, you’ll notice some green flora excreting projectiles that slowly deplete your shields – those are Stinkhorns. They are rather annoying and tend to grow everywhere, in most cases obstructing your path. Currently they are the only reason you got yourself a MacHotine gun at the beginning – except for raffas, you’ll barely be able to fight anything else right now – since shooting them makes them explode in a chain reaction. Keep your distance though, since those explosions can hurl you around and drain your shields easily. Also keep in mind that they’ll regrow shortly after where they exploded. Each of the main worlds features their own variation of stinkhorns.
- Several black swarms are pulsating in the air, those are Wasp-type terminators. Don’t jump into those, as they are feeding off your shields. They can be found all over the worlds
- When you submerge yourself fully into water, an air meter will pop up, showing you how much time you have left before you drown – this amount depends on your mechos. On the other hand, fully submerging yourself also fully restores your MacHotine ammo.
- You might have noticed other mechoses driving around, which will be mostly bigger and better-equipped than yours. Avoid them for now, you’ll not be up for a fight until later. If you get shot at anyway, flee; your Oxidize Monk will be able to lose most of the other mechoses. If you encounter raffas though, you can try to hunt them down if you wish; just keep in mind that those jumpy bastards can use their KiD a lot more often than you and thus are not only hard targets but also able to get out of sticky situations quite likely.
- The color of the overworld might change from one second to another, while playing a distinctive sound. This indicates a cycle change, of which are three different ones on Fostral. Each cycle is color coded and lasts for a couple minutes; they are tied to ingame events which you will learn about in the next section.
- When you keep travelling west or east (not so) far enough, you’ll notice something odd: you keep driving in circles. That’s right: Like most other worlds, Fostral is cylindrically shaped, meaning that travelling along the y-axis for a bit brings you back to where you’ve just been before.
- Podish is located at the south end of Fostral; travelling farther south brings you to an invisible barrier. The only direction you can go here is up north, where you’ll find the only other escave on Fostral at the very end: Incubator.
As Leepky already told you, you first want to head to Incubator. On your way you’ll come across different stations where you can repair your armor, charge up your Spiral or your ammunition for ghOrb guns.
Hint: You can get the light ghOrb gun quite early and it provides you with some decent fire power, but keep in mind that you can only charge it on ghOrb charging stations like the one at Incubator.
You’ll also find a bunch of cobweb shaped hatches that you can [Open] and will carry you to different hideouts where several goodies might lie around, depending on your Luck. Early in the game, some of those items – which you mostly can’t use yourself for now anyway – can be sold for quite some cash to give you a good financial start.
Hint: This method is actually one if not the most lucrative method in the game to gain cash.
More prominently, you’ll encounter some big glowing spots with red arrows arranged like stars in their center. Those are the aforementioned passages which can teleport you to other worlds, but for now you won’t able to use them; entering only hurls you away. Sometimes you might witness some other mechoses im- or dematerializing in a passage, playing a distinct piano melody.
Once you reached and entered Incubator, you will be greeted by its counselor Feenger, who is also an eleepod. In the trading screen you can now sell the Nymbos – the earlier you arrived, the better the price – and instead buy some Phlegma, which you can sell at a higher price in Podish. While the game imposes you this as the primary means of making money in the game, it is actually rather ineffective, and you should stick to the method of selling items found in hideouts. One more thing you’ll notice is that you can’t buy mechoses in Incubator; those are only sold in a world’s main escave.
Notice: Counselors don’t like you bringing the wrong wares and will kick you out of their escave for that. So if you e.g. pick up Nymbos somewhere on the way to Podish, you have to jettison it before entering, or Leepky will be mad at you. They’ll always find something to admonish you for… (see also the section ‘Item reception by escave/counselor‘ for more information)
At some point you will find an eleepod in the stores of Podish and Incubator each, which want you to transport them to the respective other main escave. Once done, you will receive a strange keyword which you should note as you might require it later in the game.
Fostral’s cycles: The Eleection
Fostral features three different cycles, which are revolving around an event called Eleection / Eleerection.
Water: yellow-brown
Water: light-blue]
Water: blue-turquoise
Notice: A world’s cycles keep progressing even while you are idly sitting in an escave. To effectively pause the game, press the Escape key to open the Pause Menu.
To participate in the Eleection, head to Incubator during the Plump-Up cycle. Feenger will ask you if you want to join the race; if you agree, time will be fast-forwarded to the beginning of the Eleection cycle and Feenger hands you an eLeech. IMMEDIATELY place it in your cargo bay and jump out of the escave – the race has now begun. On the bottom left of your screen an indicator with two red numbers will show up, with the right one indicating the number of participants – which will rise up in the very first seconds of the race – and the left one indicating your current position. Competitors will appear as red dots on the minimap. By this time it will be beneficial to have a rough idea of which route will bring you to Podish the fastest. No matter if you win the race, you will be rewarded a good amount of Beebs. If you manage to win though, your Luck will be raised; on the other hand, finishing the race in last place – or even worse, losing your eLeech or having it rotting away due to the Gulp-Down cycle – will decrease your Luck.
Win the Eleection twice and Leepky grants you the key to enter the passage to the world of Glorx, where the beeborats live. Before you enter Glorx too early though, I’d advise you to stay in Fostral just for a bit longer, as you might not be ready for the new world yet and there are still several things you can do here.
Tabutasks
Once you delivered any two wares between Podish and Incubator, you will be able to buy Tabutasks from both escaves. Equipping one and leaving the escave will then give you a random task, ranging from a simple chore such as collecting Beebs or shooting Stinkhorns to hunting down a specific mechos or running the Eleection with major restrictions. Below the description of your task you will be shown the amount of Beebs and Luck points you are rewarded, as well as the number of cycles you have to fulfill the task. Those depend on the difficulty and length of your task.
Notice: Showing the Tabutask description will force your HUD into full screen mode with the description in the center partially obstructing your view, and it won’t go away by itself; you have to use the [Full screen] or [Inventory] controls to back out of it. The description won’t disappear even after completion, and will cover up the description of subsequent Tabutasks. To make a description visible again, head to the inventory in your HUD and right click the Tabutask.
When you fulfill a Tabutask, you will be instantly rewarded the Luck points, and have to sell the Tabutask in the escave where you got it to receive the promised beebs.
Caution: Selling a completed Tabutask in a different escave will only give you 1 beeb, which is irreversable, basically voiding your reward!
If you fail the Tabutask though – e.g. by running out of cycles before fulfillment of the task -, the same amount of Luck points will be deducted from you.
Notice: Don’t get a Tabutask if you’re already long enough into the current cycle, since you might not be able to finish the task in time. It’s advisable to buy a Tabutask close to the beginning of the current cycle to have as much time as possible to complete it.
Hint: Saving a game before accepting a Tabutask gives you the same task every time you decide to reload the game. This gives you multiple shots on a possibly highly rewarding task without having to irreversibly commit yourself to it. Leaving and re-entering the escave refreshes the offered Tabutask. So if you don’t like a task and saved before, then reload the game, leave and re-enter the escave, save again and buy a new Tabutask – repeat if necessary.
Stealing the Leepuringa
You might have noticed that you can paint the walls inside the escaves with your mouse, the color depending on the current cycle. During the Eleection cycle, instead of painting the walls, you will start to dig out the material on the wall. This way you can uncover specific background spots inside an escave.
Hint: Digging works more effectively if applied on the border of a digging spot instead of its dead center.
If you want a temporary, major Luck boost and are willing to take a risk, visit Podish during the Eleection cycle and start digging up the walls. Some spots contain empty alcoves, but if you’re lucky, one of them might contain the Leepuringa, one of Leepky’s favorite toys. Place it in your inventory and leave the escave, you will then receive an instant +50 Luck bonus! Leepky won’t be very amused by this though and send two Rippers to hunt you down. Since Rippers are not very agile, you should have no issues fleeing from them, otherwise you better already have the equipment to deal with them. With the Leepuringa you can now take a joyride to temporarily take advantage of your Luck peak. You can later return it back to Podish, where Leepky will admonish you for your actions but ultimately forgives you. Nevertheless, not only will your Luck fall back to its original value, but you will also be punished with a permanent -15 Dominance penalty.
You can also find Feenger’s personal item – the Paloch’ka – hidden in Incubator, but there’s no purpose in stealing it. If you happen to find the Leepuringa/Paloch’ka on a different world’s store though, try to buy it and bring it back to Leepky/Feenger, respectively, to get rewarded with access to the respective owner’s personal hideout.
2nd World: Glorx
Once you got some decent equipment and feel ready to enter Glorx, charge up your Spiral at the according station if you haven’t already, and head into the passage. Your mechos will dematerialize and in a second you will find yourself in the watery world of Glorx.
This world is mostly composed of water with tangled overpasses connecting all its points of interest and botanic growth obscuring a lot of spots. Also the world has the same cylindrically shaped layout as Fostral. Navigating through Glorx is a bit tricky, as parts of the overpasses are regularly being blown up by its underlying flora as you drive above it, and the space for fights is generally very narrow. Also the water is riddled with whirlpools and Glorx’ own variant of underwater stinkhorns – called Water Lillies by the beeborats -, but also with entrances to hideouts which look like marina fauna swimming in circles – not to be mistaken with whirlpools. Nevertheless, the passage from Fostral sets you off quite at the center of the world, and just a short ride to the south you will find Glorx’ main escave – VigBoo.
Caution: I had the game closing on me randomly at certain points on this world. I wasn’t able to make out what exactly caused it, but so far it only occured to me during the Heroism cycle, so you might wanna save your game an extra lot during that one.
Now, if you haven’t done enough favors for the eleepods on Fostral for them to warn you about what awaits you on Glorx, you’re in for a bad surprise once you enter any of the escaves. If you enter VigBoo, the local beeborat counselor Boorawchick notices you being unable to yield a specific item called Rubbox, and instantly performs the cruel ritual of RuBeecation on you: This means you will get stripped of your mechos and all of your equipment, and will only be left with a raffa, a new rubbox and a handful of beebs. Now declared a slave to The Buro – an unknown body of power the beeborats are serving – you will be thrown out to your grim fate. Even worse, if you decide to head to the escave of Lampasso in the north instead, where the counselor Geer’ah – or stylish Geer’ah, as he is referred to sometimes – runs an arena, he will identify you as fugitive slave if you can’t yield a rubbox, and will basically throw you into his arena as cannonfodder – resulting in an instant game over.
A rubbox is something like a record of your personal achievements and failures, displaying your current rank among the beeborats; if you ever appear in one of their escaves without one, you will immediately have RuBeecation performed on you. If you got the advice from the eleepods though, you’ll know that there’s a way to avoid RuBeecation: Head to the very south, where you’ll find the escave Ogorod, and enter. Don’t engage the local counselor Oboreez in dialog as he will throw you out first and perform RuBeecation on you if you try to re-enter. Instead, wait for the right cycle to dig up the walls of the escave and keep an eye out for an orange item that looks like a panel with a spiky arc on top; this is a rubbox. Equip it in your inventory – don’t worry, Oboreez will not make any remark on your theft, if not even being oblivious of it at all. From now on, as long as you’re going to visit any escave on Glorx, always keep the rubbox with you in the inventory.
Nontheless, you’ll start off as Slave, the lowest rank. To climb up the ranks you need to fulfill some jobs; as a slave, you start with shipping Valorins (sometimes called Heroins) and Shrubs, which you both can acquire in VigBoo. Valorins are required in Lampasso, while shrubs are required in Ogorod. Aside from that, you will also be able to run Tabutasks on Glorx to gain some Beebs and Luck points as well as improving your standing with the beeborats. Once you shipped a bunch of valorins and shrubs, return to VigBoo and Boorawchick will promote you to the rank of Commissar. You are then allowed to participate in the cycle events of Glorx.
Hint: Depending on your luck, the rubbox you can receive in Ogorod might equip you with a higher rank already, saving you some effort. I cannot confirm this though; I only can remember that didn’t have to go through a promotion to commissar to begin with at one time.
Caution: The beeborats are especially picky about what items you have in your cargo, and will even ruBeecate you in severe cases. So before you enter any escave, always check your inventory if you picked up an item by accident which might get you in trouble. (See also the section ‘Item reception by escave/counselor‘ for more information)
Glorx’ cycles: PeepShow & Nuclear War
Just like Fostral, Glorx features three different cycles which are tied to two events. Those events are very similiar to each other and dictate you to collect some specific kind of fruit which is dropped on the overworld by flying little machines called Jablees, which look quite like raffas. On the bottom-left corner is an number indicator like the one in the Eleection – the left number indicating the amount of fruits lying around on the overworld, the right one counting the appropiate fruit in your inventory. The fruits stack on the same inventory slot, so you don’t have to worry about running out of space. Delivering the fruits to the respective escave before the end of the cycle will successfully conclude your participation; if you happen to deliver the most fruits of all participants, you will be claimed the winner of the event.
Water: blue
Water: green
Water: yellow-brown
Lampasso: yellow
Ogorod: blue
The true challenge in both events lies in locating the fruits on the overworld. While fruits on the overpasses might be quite visible in spite of the blending overworld colors, they are hard to make out if submerged in the water. Keep an eye out for distinctively square-shaped bumps in the water, those might be actual fruits. Also keep in mind that Jablees drop them along their flight paths, so looking out for them might be a matter of following breadcrumbs. Crowds of other competitors is also a sign for clustered fruits in their surroundings. If you’re well equipped you can also take on other competitors and try to steal their fruits. If you are still struggling, you can visit Podish to get some Pipkas (fake Pipetkas) or visit Incubator for some Nobools (fake Kernoboos) respectively to improve your score. Watch out though; if your luck is not high enough, the counselor might notice you bringing fake fruits and punish you accordingly.
Notice: If you find yourself unable to pick up a fruit in the water, keep in mind that they tend to swim on the surface, so you might have to do a small jump underneath one to pick it up.
Unlike Eleection, participating in those events doesn’t require you to register at any escave. You can simply join in as the respective cycle starts – automatically showing you the number indicator – or you can choose to ignore it. If you are in the cycle before the one for the respective event, you can choose to skip forward to the event’s cycle in VigBoo or the according escave of the event’s host. You should hold the rank of commissar before you join the event though, otherwise you will be punished for delivering fruits as a slave. Gathering two wins total in any of the events will have Boorawchick promote you to an Agent, the highest rank you can achieve with the beeborats, and will also hand you the key for the passage to the next main world, Necross.
Notice: Although you can still ship goods and participate in the events after your promotion to an agent, the beeborats are not that keen in seeing you doing those any longer, considering you have ‘higher obligations’ from that point on.
Taking Boorawchick on a ride
In the cycle of the Election of the Castaways, you can dig up escave walls on Glorx – doing so in VigBoo will reveal a strange, blue and orange doll you can put into your inventory. It turns out that this is the actual Boorawchick, and the body in VigBoo is simply the host – the aforementioned Buro – he is living inside of. Having him in your inventory now, you can take him on a ride through the worlds, all while his presence on your mechos gives you a +50 boost in dominance. Bring him to Lampasso or Orogod and their respective counselors will have a brief chat with Boorawchick. Be aware that bringing him to an eleepod’s escave will result in a kick-out for you, as the eleepods hate the beeborats. If you brought Boorawchick to both Lampasso and Orogod and then back to VigBoo, he will reward you with access to his personal hideout on Glorx.
Caution: Do not lose Boorawchick from your inventory on the overworld, as he will dig back to VigBoo and punish you with instant RuBeecation once you return there!
3rd World: Necross [WIP]
If you thought the game’s worlds have been a fever dream so far, then prepare yourself for Necross. Home to the zeexen, its overworld – being cylindrically shaped just like Fostral and Glorx – is a colorful and twisted swamp populated with craters and lots of long needles. The local stinkhorns are even more volatile than their otherworldly counterparts, to the point where they can hurl even medium-sized mechoses around with ease, not to mention the damage they can cause. Moving on the watery patches might make you sink into the ground for some seconds. All this makes this realm highly immaneuverable; there are two ways though which help you to cross the overworld along north and south.
The first one is the serpentine but straightforward path on ground level, which is draped with stinkhorns though and also flooded with water on the southern end of Necross. Because of its serpentine form it takes a long time to traverse – much quicker but quite trickier is the second way, which is a porous, sticky looking structure pervading Necross on a higher level. Although a lot straighter than the first one, you might end up in deadends on this path easily if not quite familiar with it, and its slim, bumpy nature makes it easy to fall off. There’s even large holes forming and closing randomly on the way; those won’t be a big deal though if your mechos is big enough.
You will first spawn on the northern end of Necross, where you’ll find the main escave Zeepa just right around the corner. Although it would be the first place you wanna visit, you know that you shouldn’t when you have gotten advice from the beeborats on how to handle your first visit on Necross. If you enter Zeepa, its inhabiting counselor Zeephra will pretend to have a nice chat with you before trapping and shipping you to the southern escave of B-Zone without any of your equipment, where the local counselor Zeekatrix will leave you with a raffa – similiar to what could have happened the first time visiting Glorx.
To prevent this from happening, head down to B-Zone right after entering Necross, where a surprised Zeekatrix will try to trick you into heading back to Zeepa. If you leave and re-enter B-Zone two more times, Zeekatrix will admire your wit and outfit you with the scent to enter Zeepa safely. Before leaving you can also take some Toxick with you which are requested in Zeepa, while the Poponka there are needed in B-Zone.
Necross’ cycles: ZeeKlope [WIP]
Like Fostral and Glorx, Necross features three different cycles, this time revolving around an event called ZeeKlope. Interestingly, the cycles are named after human designations for specific time periods:
Water: green
Water: purple
Water: grey-purple
4th world: Xplo [WIP]
Special hideouts & unique mechoses [WIP]
Once you hit a Luck value of at least 50, you’ll be able to [Open] some special hideouts scattered throughout the worlds, which will hold rare gear for your Terminator bay to use against other vangers. Also, you’ll be able to open two specific hideouts on each world which spawn an item only for once in the game. Those items are Scrap parts required to fix the unique, but broken-down mechoses that you already will have noticed in some stores and are unobtainable yet. Each part of scrap is unique and belongs to exactly one unique mechos, with each of those mechoses requiring two different parts to get fixed. To apply a scrap to a broken-down mechos, select the mechos in the store, then place the scrap from your inventory on it. The preview will change to a partially restored version of the mechos after one part, and to the fully restored mechos after both of its parts have been applied to it, which you can buy right away for just one beeb!
Unique mechoses and their required parts:
Notice: If you don’t buy a restored mechos for its reduced price right away, it will later be raised to its adequate selling price.
Notice: Some scraps require a lot of inventory space, and you might not find the store yielding their respective mechoses until later in the game. It might be best to wait until you located all of the broken-down mechoses before digging up the parts, given you want to restore all of them to begin with. If another mechos picks up a part and you don’t hunt them down for it, it will be lost for the rest of the game.
Larvae & Cirt
At some point you’ll notice that the stores sell something called Cirtainer – containers designed to store Cirt. Cirt is the scent released through the soil by the larvae, which already have been mentioned in the introduction; those are still roaming the worlds’ undergrounds. Indiscernible from the overworld, you’ll be able to track them down via the minimap once you hit a Dominance value of at least 50. They appear as either green, orange or blue big dot with a yellow outline and are moving slowly. To farm cirt off them, stick as close possible to them – the closer, the more cirt you’ll collect – and right click cirtainers in your inventory to fill them up. Each cirtainer can hold 4-5 units of cirt. You then can deliver the cirt to the main escave of the larva’s color corresponding world and get paid for it quite well.
Notice: Main escaves’ counselors absolutely don’t like you bringing cirt from the wrong larva and will kick you out for it, effectively forcing you to deliver the cirt to the appropiate world first while making it even more difficult delivering different cirt types at once. The fact that filled up cirtainers can’t be distinguished by their contained cirt only adds to the complication – although the non-main escave’s counselors may give you hints about the kind of cirt you carry with you. In the end there’s no point in collecting cirt off orange larvae if you haven’t been to Glorx yet, or blue larvae and Necross respectively. If everything fails, you can unload a cirtainer by right clicking it, or jettison it before entering an escave, hoping it’s still there when you come back out. (See also the section ‘Item reception by escave/counselor‘ for more information)
Once you bring enough cirt to an escave – about 20 units or so – you will be able to buy a Conlarver, which you can catch a larva itself with. This item is massive though, and only the Ripper, the Heavy Lady or the Rivet Bier can fit it in their cargo bay. Once you located a larva, deploy the conlarver in its path. As the device starts to flash in yellow while playing an alarm sound, the catch has been succesful. Go pick the conlarver right back up at this point, as the larva might escape otherwise and you will instantly lose 10 Luck points. Now you can deliver the larva to its corresponding world’s main escave, where you will receive a huge praise from the residing counselor and 10 Luck points. Each larvae in the Lost Chain is tied to a cycle of its corresponding world, which means there’s a total of three larvae for each world to catch – one for each on Xplo and the other two on the other worlds where they are not native of. Every time you deliver a larva, its corresponding cycle will disappear from your game.
Notice: The aforementioned restriction delivering cirt also goes for larvae themselves, while the punishment for disregard might end up even worse than that. (See also the section ‘Item reception by escave/counselor‘ for more information)
Caution: Removing the worlds’ cycles obviously also removes their related events. Be aware that – depending on the removed cycle – you might not be able to dig inside an escave anymore, thus preventing access to the Leepuringa, Boorawchick, or any other of the counselors’ hidden items.
The outer worlds [WIP]
By now you hardly may have missed that the so far accessible worlds feature more passages than the ones you have been using to travel between the main worlds. Each of those is connected to some Outer World, which usually features a very hostile environment while holding an Artifact that grants you unique powers. Passages to outer worlds differ by the number of arrows they’re composed from; main world passages are made of 12 arrows, while outer world passages only bear 6 arrows. To gain the key to an outer world, you’ll usually have a bunch of tasks that involve either cirt or Tabutasks.
Caution: Make sure to have your Spiral charged above one unit before you enter a passage to an outer world! Those don’t have any Spiral stations, and without any charges left you will be trapped there forever!
Weexow is connected to Fostral, and can be accessed once you completed either of these tasks:
- Complete 10 Tabutasks for Podish or Incubator
- Bring 80 units of cirt to Podish
- Catch a larva and bring it to Podish
Artifacts [WIP]
Item reception by escave/counselor [WIP]
Notice: Be aware that non-appreciated items most times will outweigh appreciated ones, so you might be kicked out before you have the opportunity to turn in appreciated items.
If dead: –
If stolen: –
If stolen: –
If commissar: +
If caught: –
If commissar: +
If caught: –
Notice: This table is partially evaluated through the game’s dialog file, thus I can’t fully confirm all of the item’s effect in every escave.
WIP
This guide is currently Work In Progress. I will continue to update it as I play through the game myself.
References
Check out my other Vangers guides:
[link]
[link]
Credits for this guide…
…go to:
- Slicer‘s guide[gamefaqs.gamespot.com]
- Vanger‘s guide, also for giving me the idea of creating this guide: [link]
- UniVang[univang.space] for providing the original manual to the game
- The official russian Vangers Wikia[vangers.fandom.com] as well as [link]
- Google Translate[translate.google.com] for translating bulks of russian text for me