What do you need help on? Cancel X
  Prev Next  
Close X Guide and Walkthrough
by Krystal109

Table of Contents

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by Krystal109

Version: 1.01 | Updated: 05/08/2017
FAQ of the Month Winner: April 2017 | Highest Rated Guide

Table of Contents

  1. Horizon: Zero Dawn - FAQ/Walkthrough
  2. Introduction
  3. Gameplay
    1. Controls
    2. Basics
    3. Battle Basics
  4. Video Walkthrough
  5. Walkthrough
  6. Main Quests
    1. A Gift From the Past
    2. Lessons of the Wild
    3. The Point of the Spear
    4. Mother's Heart
    5. The Proving
    6. The Womb of the Mountain
    7. A Seeker at the Gates, Part 1
    8. The War-Chief's Trail
    9. Revenge of the Nora
    10. A Seeker at the Gates, Part 2
    11. The City of the Sun
    12. The Field of the Fallen
    13. Into the Badlands
    14. The Sun Shall Fall
    15. Maker's End
    16. The Grave-Hoard
    17. To Curse the Darkness
    18. Deep Secrets of the Earth
    19. The Terror of the Sun
    20. The Heart of the Nora
    21. The Mountain That Fell
    22. The Looming Shadow
    23. The Face of Extinction
  7. Side Quests
    1. In Her Mother's Footsteps
    2. The Forgotten
    3. Ancient Armory
    4. Insult to Injury
    5. A Daughter's Vengeance
    6. A Moment's Peace
    7. Underequipped
    8. Death from the Skies
    9. Heap of Trouble
    10. Acquired Taste
    11. Blood on Stone
    12. Robbing the Rich
    13. Weapons of the Lodge
    14. Honor the Fallen
    15. Fatal Inheritance
    16. Sunstone Rock
    17. Hunters' Blind
    18. Sun and Shadow
    19. Redmaw
    20. Cause for Concern - Farewell
    21. Traitor's Bounty
    22. Queen's Gambit
  8. Errands
    1. Odd Grata
    2. Hunting for the Lodge
    3. Sanctuary
    4. Luck of the Hunt
    5. Shortage of Supplies
    6. In Foreign Lands
    7. To Old Acquaintance
    8. Hammer and Steel
    9. Demand and Supply
    10. Deadliest Game
    11. A Curious Proposal
    12. Sun's Judgement
    13. Collateral
    14. Healer's Oath
  9. Bandit Camps
    1. Bandit Camp: Devil's Thirst
    2. Bandit Camp: Hollow Fort
    3. Bandit Camp: Two-Teeth
    4. Bandit Camp: Gatelands
    5. Bandit Camp: Blackwing Snag
    6. Bandit Camp: Shattered Kiln
  10. Tallnecks
    1. Tallneck: Devil's Thirst
    2. Tallneck: Sun-Steps
    3. Tallneck: Copper Deeps
    4. Tallneck: Spearshafts
    5. Tallneck: Rustwash
  11. Hunting Grounds
    1. Nora Hunting Grounds
    2. Valleymeet Hunting Grounds
    3. Greatrun Hunting Grounds
    4. Sun Furrows Hunting Grounds
    5. Spurflints Hunting Grounds
  12. Cauldrons
    1. Cauldron SIGMA
    2. Cauldron ZETA
    3. Cauldron RHO
    4. Cauldron XI
  13. Corrupted Zones
  14. Collectibles
    1. Vantage Points
    2. Ancient Vessels
    3. Metal Flowers
    4. Banuk Figures
  15. Datapoints
    1. Audio Datapoints
    2. Hologram Datapoints
    3. Text Datapoints - Quests
    4. Text Datapoints - World
    5. Text Datapoints - Machines
    6. Scanned Glyphs
  16. Appendix
    1. Skill Tree
    2. Consumable Items
    3. Weapons List
    4. Oufits List
    5. Crafting Recipes
  17. Machine Information
    1. Machine Categories & Sizes
    2. Status Effects
    3. Damage Thresholds
    4. Components
  18. Machine Catalogue
    1. Watcher & Redeye Watcher
    2. Strider
    3. Grazer
    4. Scrapper
    5. Broadhead
    6. Lancehorn
    7. Longleg
    8. Trampler
    9. Sawtooth
    10. Shell-Walker
    11. Fire Bellowback
    12. Freeze Bellowback
    13. Charger
    14. Stalker
    15. Glinthawk
    16. Corruptor
    17. Ravager
    18. Snapmaw
    19. Rockbreaker
    20. Behemoth
    21. Thunderjaw
    22. Stormbird
    23. Deathbringer
  19. Contact Information
  20. Version History
    1. Current Version
    2. Older Versions
  21. Copyright & Disclaimer

Hunting Grounds (Continued)


You'll need the Carja Tripcaster and the Blast Sling to complete the task of killing 6 machines with the Blast Wire. Despite the description, any damage done to a Grazer as a result of the Blast Wire's explosion will also count toward the kills for the Tripcaster. This means if you use the same strategy as the Logpile Trial, using Blast Wires instead of Shock Wires, the death of the Grazers from the Logpile will count toward the Blast Wire.

If done correctly, the first Grazer to hit one of the Blast Wires and release the logs to finish off more than 6 of the Grazers in less than 40 seconds.

Reward: Different Sun Boxes, 1 Skill Point (all Blazing Suns only)

Valleymeet Hunting Grounds

Unlock: After completing A Seeker at the Gates, Part 1
Location: North of Mother's Crown in the Sacred Lands

Speak with Lut in Mother's Crown to learn about the nearby Hunting Grounds and begin this quest.

Fire Fight Trial


You'll need to damage 4 machines with Blaze Canister explosions from the backs of Striders within 0:40 for the Blazing Sun. The explosion from a single canister can damage multiple machines with the vicinity, so don't be too daunted by trying to hit a canister every 10 seconds. Instead, target the Striders around other machines and don't stick around once you've hit a canister to wait for the explosion.

Freeze Trial


You'll need the Sling or Carja War Bow for Feeze Arrows/Bombs to kill 5 frozen machines in 1:30 for the Blazing Sun. The Sling is harder to handle and draws much slower than the War Bow, but it freezes enemies much faster than the Freeze Arrows. You'll want to aim for the Striders, which will freeze after a single Freeze Bomb, over the Bellowbacks and then make sure to freeze all the nearby Striders before running in to finish them off with a heavy attack to prevent having to chase them down.

Shock Trial


You'll want the War Bow for Shock Arrows, since it's hard to lure Bellowbacks into trip wires, to quickly stun a Bellowback and remove its canisters in 0:30 for the Blazing Sun. Wait for the Bellowback to walk into the field near the end point of the right rope before zipping down, in order to avoid having to deal with other machines, and then pump it full of Shock Arrows until it goes down. Quickly run behind the Bellowback and use Tearblast Arrows to shoot off the armor and reveal the canisters and then another should take out all three canisters.

Reward: Different Sun Boxes, 1 Skill Point (all Blazing Suns only)

Greatrun Hunting Grounds

Unlock: After completing A Seeker at the Gates, Part 2
Location: West of Daytower in the Carja Sundom

Pace Trail


You'll need to loot 3 Watcher carcasses around the hunting grounds within 1:30 for the Blazing Sun. The time of 1:30 is more than enough to loot all the Watchers provided you avoid the center of the area, and the Tramplers. Take the left rope and run clockwise around the area, climbing up each of the rises as you reach them. The only way to fail this is if you are unlucky and a Glinthawk flies off with one of the carcasses as you climb up to reach it.

Parts Wrangling Trail


You'll need to tie down and remove the Processors on the belly of 2 Tramplers within 1:30 for the Blazing Sun. This trial can be difficult if you don't have an upgraded Ropcaster, due to the number of ropes needed to hold down a Trampler. Make sure that the downed icon appears over the Trampler, indicated that it is truly tied down, before using Tearblast or Precision Arrows to shoot at their orange bellies. If you remove the Processor before they are truly tied down it won't count and you may run out of time.

Tie Down Trail


You'll need to tie down and Critical Strike 3 Glinthawks within 2:00 for the Blazing Sun. This is probably one of the more difficult trials, as Glinthawks rarely come down within range of the Ropecaster and their movements often lead to missed shots. You'll want to choose an edge of the map, away from the Tramplers, to avoid having to deal with additional enemies and then draw the Glinthawks with arrows. While you can down a Glinthawk with arrows, doing so can lead to accidental deaths and loss of time. Instead, wait for the Glinthawk to fly low or attack with a swooping strike from their claws and then use Concentration to get off a clean shot.

Reward: Different Sun Boxes, 1 Skill Point (all Blazing Suns only)

Sun Furrows Hunting Grounds

Unlock: After completing A Seeker at the Gates, Part 2
Location: South of the Cauldron ZETA in the Carja Sundom

Ravager vs. Machines Trial


You'll need to kill 2 machines with a Ravager's cannon within 1:10 for the Blazing Sun. This is fairly easy to do by taking either rope and using the Tearblast Arrows to remove the cannon on a nearby Ravager. You can now pick up the cannon and use it to finish off the Ravager and then find a Watcher or another Ravager to complete the trial.

Ravager Control Trial


You'll need to override two Ravagers and defeat the Thunderjaw within 2:40 for the Blazing Sun. The key to this is to make sure to quickly override the two Ravagers and let them dwindle the Thunderjaws health, but be wary of attacking the Ravagers and losing control. Don't wait for the Ravagers to finish off the Thunderjaw, as they have a habit of staying back and attacking with their cannon, and help peel off the Thunderjaws armor with Tearblast Arrows. The remainder of the battle should be handled the same way you'd handle a Thunderjaw on its own - use Tearblast Arrows to remove the Disc Launchers, freeze the Thunderjaw, and then plow through it's health.

Thunderjaw vs Ravager Trial


You'll need to use the Thunderjaw's Disc Launchers to defeat two Ravagers within 2:00 for the Blazing Sun. Despite the description saying you need to remove the Disc Launchers, you can actually just override the Thunderjaw and let it defeat the Ravagers. This is a much more effective manner of handling the trial, as you'll avoid having to deal with an aggressive Thunderjaw.

Reward: Different Sun Boxes, 1 Skill Point (all Blazing Suns only)

Spurflints Hunting Grounds

Unlock: After completing A Seeker at the Gates, Part 2
Location: Northeast of the Tallneck: Spearshafts in the Carja Sundom

Watch Out Trial


You'll need to kill 4 Watchers with a Silent Strike within 2:00 for the Blazing Sun. This can be difficult, due to the fact that a Silent Strike requires you to remain undetected and the lack of tall grass near the spread out Watchers. I find it easiest to take right rope to a large patch of tall grass in the center of the area and Lure Call two Watchers, each near some Shell-Walkers, to eliminate them and then sneak up on the final two Watchers that aren't near other enemies. The hard part about this trial is the time limit, so don't be afraid if you fail the first few times as you learn the Watcher locations.

Sleight of Crate Trial


You'll need to loot 4 Shell-Walker crates, grouped in two groups of three around the hunting grounds, within 0:50 for the Blazing Sun. This is fairly easy, as it doesn't require any stealth and you can loot the crates on the fly as you avoid enemies. Try and get the first three crates without drawing attention to yourself, to avoid being smacked off them or aggressively attacked, and then rush to the fourth to complete the trial within the time limit.

Stalker Kill Trial


You'll need to kill 2 Stalkers within 2:00 for the Blazing Sun. This is likely going to be the easiest of the three, provided you're an adequate level, since 2:00 minutes is plenty of time. Stick close to the wall leading up to the trial keeper, and away from the Shell-Walkers, and use the flares to draw the Stalkers over to your location. Provided you don't wander too close to the Shell-Walkers, you'll only have to deal with a few Watchers that join the frey.

Reward: Different Sun Boxes, 1 Skill Point (all Blazing Suns only)

Cauldrons

Cauldron SIGMA

Unlock: After completing A Seeker at the Gates, Part 1
Location: Mother's Rise in the Sacred Lands

Speak with Dral in Mother's Rise to learn about the cauldron to the north of the village. Head to the cauldron, to the far north of Mother's Crown, and clear out the machines guarding the main entrance.

Override the door to enter the cauldron and rappel down the shaft and then follow the path until the game mentions using vents as cover. Sneak up on the Watcher around the corner and eliminate it and then exit the tunnel and defeat two more Watchers.

Exit through the tunnel on the opposite side of the area and continue through another tunnel, climbing the ladder rungs, and then pass into a room with machine parts passing through. Override the terminal next to the gap to create a bridge and then follow the path to another door that you must override. On the other side of the door, jump onto one of the machine parts as it passes overhead to ride it through the factory until you are forced to the ground.

There are a number of different paths you can take to reach the core, either by taking the lower path that causes you to encounter a few machines or the upper path of riding the machines and climbing parts of the walls to avoid combat. Either way, head to the back of the area and override the terminal to cross the gap and then follow the path to a zipline. You can now climb the wall, override another terminal to create a bridge, and follow the path to rappel into the Cauldron Core.

In all Cauldron Cores there are two Watchers circling a barrier with a "boss" enemy and two platforms on either side that you must climb to override a terminal, dropping the barrier around the boss. Start by killing off the two Watchers to eliminate the number of enemies you'll be fighting once you release the boss and then set down traps you feel you'll need for the fight. In the case of the Bellowback, you won't really need any traps since it uses ranged fire attacks.

Once you defeat the Bellowback, override the terminal in the center of the core to complete this cauldron.

Reward: 4000 XP, SIGMA Overrides, 1 Skill Point

Cauldron ZETA

Unlock: After completing A Seeker at the Gates, Part 2
Location: North of the Sun Farrow Hunting Grounds in the Carja Sundom

Head to the cauldron entrance southwest of Pitchcliff, west of the Corrupted Zone with two Rockbreaks, and carefully approach the main entrance.

There are three Stalkers protecting the main entrance, so hide in the tall grass and place traps and tripwires on the ground before engaging in battle to give Aloy an advantage in the battle. Be careful, as Shell-Walker and Behemoth convoys have a route through this area, and then climb the rock formation to the south of the entrance to find a hidden entrance on the cliff near a Redeye Watcher.

Follow the linear path and you'll quickly come across the Cauldron Core, where two Watchers circle a barrier with a Thunderjaw. Before climbing one of the platforms on either side of the area, place as many traps and tripwires between the Thunderjaw and the platform to prepare for the fight ahead. Once the barrier is down, quickly use Tearblast arrows to dislodge the two cannons on either side of the Thunderjaw to disable its deadly ranged attacks and then focus on removing armor from the remainder of its body. You'll now want to use Freeze Bombs or Freeze Arrows to Freeze the Thunderjaw and follow it up with shots from the Disc Launchers, if you can reach them safely, or Precision Arrows.

Once you defeat the Thunderjaw, override the terminal in the center of the core to complete this cauldron.

Reward: 8000 XP, ZETA Overrides, 1 Skill Point

Cauldron RHO

Unlock: After completing A Seeker at the Gates, Part 2
Location: Southwest of Daytower in the Carja Sundom

Head to the cauldron entrance in the eastern mountains and defeat the 4 Watchers and then make your way down the hole near the main entrance. Rappel to the bottom and pass through the tunnel, past the dead scavengers, and override the side entrance to gain entry to the cauldron.

As soon as you enter, turn the corner and defeat a Watcher with its back to you and then strike or shoot the turbine to change its direction. These turbines create a puzzle element to this cauldron, often needing to be used to reach inaccessible areas by manipulating their direction and then riding them to a new destination. Jump onto the white handholds on the side of the turbine and make your way across the gap and then follow the path to another door and override it to enter a chamber of the cauldron.

There are 2 Watchers and a Ravager in the next area, which are nearly impossible to avoid, so clear them out before shifting the direction of the large turbine near the entrance. Ride the turbine to its highest point and grab onto one of the machine parts as it passed by to reach a section with an override terminal and then cross to another turbine and ride it across to a larger terminal. The second terminal will lower three panels on the nearby force field, but the bottom and right sections simply loop together.

Backtrack toward the first turbine in this area and grab onto the bars of one of the machine parts and then ride it until it reaches another force field, dropping to the platform below. Shift the direction of the nearby turbine, on the ceiling, and climb the crates to reach the handholds and then ride it to a platform on the other side to continue deeper into the cauldron. You can now follow the path, defeating another 3 Watchers, and override the door at the bottom of the area to enter the next section.

The next area has quite a few Watchers, 2 Longlegs, and a Ravager in a large chamber with two levels and a central platform. Reaching the central platform is the objective and can be done by overriding a terminal on the second level on the far side of the room, but reaching it undetected is a challenge. You can either aim for the Ravager and blow off its cannon to quickly plow through the enemies or sneak about, so long as you make it to the platform and override the terminal in the center. With the three panels of the nearby force field removed, enter the right panel and cross the two turbines and then follow the fairly linear path to the cauldron core.

As usual, two Watchers patrol around a barrier, this one with a Snapmaw, but that isn't the only enemy you'll be facing. Once you override one of the terminals on either side of the barrier a Ravager will appear alongside the Snapmaw for this fight. Set tripwires in advance around the room, as well as other traps, and focus on getting the Ravager's cannon to finish the fight quickly.

Once you defeat the Ravager and Snapmaw, override the terminal in the center of the core to complete this cauldron.

Reward: 6000 XP, RHO Overrides, 1 Skill Point

Cauldron XI

Unlock: After completing A Seeker at the Gates, Part 2
Location: Southern-most edge of the Jewel in the Carja Sundom

There are a number of Eclipse enemies outside the Cauldron entrance, patrolling the area on the upper and lower level. Hide in the tall grass surrounding the camp and eliminate the cultists with ranged attacks, Silent Strike, or go loud by luring them with Rocks toward the Blaze canisters and blowing them. Once clear, loot an Excavation Key off one of the cultists and head up the ramp to enter the Cauldron.

Carefully make your way through the tunnels, taking out two more cultists along the path, until you reach a larger room with three additional cultists and eliminate them as you make your way down the scaffolding. The next large chamber is overgrown with vegetation and has a large number or cultists patrolling the area. Stay on the upper level and kill as many of the cultists as you can with ranged attacks from safety, even if they become aggressive, before rappelling down. The good news is that the cavern has plenty of tall grass and cover to maneuver through as you make your way to the back of the area, where you'll find a ramp leading deeper into the Cauldron.

Follow the path to a water-filled room and circle around to climb the handholds and then continue until you reach the Cauldron Core. Unlike other Cauldrons, this core is filled with cultist enemies that you'll need to clear before overriding the core terminal. Eliminate the cultist on the scaffolding and cultists with Blaze attached to their back and be careful of the heavy versions with advanced weapons. Once clear, move the heavy weapon to the corner of the room with no scaffolding or doorway in preparation for the coming attack and then override the terminal.

After activating the core, the cultists will come pouring in from the scaffolding on the one side of the core room. You'll need to defend the core for 2:00 minutes before you can escape the area and after the first minute a number of machines will join the fight. Stick to the corner and use standard ranged attacked to eliminate the standard cultists and the heavy weapon for the machines and heavy cultists. Once the room is clear, climb the scaffolding to exit the core chamber and follow the path until you reach another chamber.

The two cultists on the lower level will die from a Stalker, which is hard to locate and spot from your current location. Drop down and move slowly, while crouched, to locate the Stalker and then Tearblast off its weapons and finish it with Precision Arrows or knockdowns followed by Critical Strikes. After the fight, override the door on the lower level to enter another large cavern with multiple cultists that are hiding from the Stalkers. There are three Stalkers and a handful of cultists, which you can handle aggressively or with stealth. If you're going aggressive, climb the scaffolding around the Tallneck's head and use it as a perch to defeat the Stalkers from relative safety.

Once the area is clear, locate the platform that you'd normally climb to deactivate the core shield, at the back of the area, and climb up to find more cultists and machines. Fight your way through the tunnels to finally exit the cauldron, where you'll find another huge battle in the camp below, and then focus on eliminating the Glinthawks while the cultists fight off the Ravager and Fire Bellowback below.

Reward: 8000 XP, XI Overrides, 1 Skill Point

Corrupted Zones

The following is a list of the Corrupted Zones, their location, and the level and reward for each.

LocationMachinesLevelReward
Southeast of the Main Embrace Gate, south of the Air Combat Academy Vantage Point, in the Sacred LandsScapper x4155000 XP
South of the Valleymeet Hunting Grounds in the Sacred LandsGrazer x3155000 XP
East of Daytower and south of the Two-Teeth Bandit Camp in the Sacred LandsWatcher x3155000 XP
Scrapper x2
North of the Sterling-Malkeet Amphitheater Vantage Point in the Sacred LandsCharger x4185000 XP
Fire Bellowback
South of Two-Teeth and the Bridal Veil Falls Vantage Point in the Sacred LandsScrapper206000 XP
Longleg x2
Southeast of the Gatelands bandit camp in the Carja SundomLongleg x3236000 XP
Trampler x2
Northeast of the Dusk Mesa, southwest of Meridian, in the Carja SundomScrapper x3236000 XP
Glinthawk x3
East of the Tallneck: Spearshafts in the southeast section of the Jewel in the Carja SundomStalker x3236000 XP
South of Maker's End, on the eastern side of the areaRavager x2278000 XP
Fire Bellowback
South of Pitchcliff, past the Shell-Walker site, in the Carja SundomRockbreaker x23210000 XP
North of Blazon Arch and south of Sunfall, in the RustwashBroadhead x33410000 XP
Behemoth x2

Collectibles

Vantage Points

The following covers the location of all Vantage Points in the game, with map images of their location and a description.

Set 1

The Air Combat Academy vantage is located on the large rock formation to the southeast of the Main Embrace Gate, near the Corrupted Zone.

The Colorado Springs vantage is located to the north of the Devil's Thirst Tallneck at the top of a ruined building.
You'll need to climb the rubble inside and use the yellow handholds marked with yellow rope or paint to reach the top.

The Explorer Museum vantage is located on top of a rock to the north of the Devil's Thirst Bandit Camp, facing the Bandit Camp.

The Bridal Veil Falls vantage is located to the south of the Two-Teeth Bandit Camp, on the rocky mountainside.
The easiest way to reach this is to start at the fork to the east and go south along the cliffs to the first tree, climbing the ledge next to it.
Set 2

The Eagle Canyon vantage is located to the north of Meridian, atop a mesa that can be reached by climbing the ledge on the eastern side.

The Monument Valley vantage is located on the cliffs to the east of Sunstone Rock.
To reach it, locate some ledges to the east of Sunstone Rock, near the retaining wall with corn crops growing and climb up to a zipline that leads to this.

The Bryce Orbital vantage is located on the mountain ridge overlooking Sunfall.
To reach it, approach from the east, to the north of the Longleg site, to find a set of ledges that you can climb.

The Lake Powell vantage is located at the end of one of the peninsulas to the east of Blazon Arch.
You'll need to cross a tightrope to reach the ledges on the eastern side of the vantage to reach the top of the butte.
Set 3

The Faro Automated Solutions vantage is located to the south of FAS in Maker's End.
To reach the vantage, approach the rock formation on the side of the mountain ridge and locate a ledge on the eastern side, just below an outcropping that Aloy can walk under.

The King's Peak vantage is located in the northeastern section of the Carja Sundom, past a number of areas with dangerous machines.

The Sterling-Malkeet Amphitheater vantage is located west of Red Echoes, near the Corrupted Zone, north of Mother's Crown.

The Denver Stadium vantage is located to the south of the Ring of Metal in Devil's Grief.
You'll need to climb up through the inside of the building using the handholds marked with yellow rope or paint to each the top.

Ancient Vessels

The following covers the location of all Ancient Vessels in the game, with map images of their location and a description.

Set 1

The Faro vessel is located on the western edge of the Jewel, on the upper plateau to the southwest of Brightmarket.

The Arches vessel is located on the southwest edge of Devil's Thirst, to the east of Mother's Rise.
The easiest way to find this is to follow the river to the east of Mother's Rise until a waterfall and then check the ruins on the southern bank, to the east of the waterfall.

The DroneHop vessel is located on the west of the Devil's Thirst Bandit Camp, almost directly behind Nil's location.

The Wayfarers vessel is located to the south of the Devil's Thirst Bandit Camp in the ruins of a park area.
If you're heading toward the Bandit Camp from the south this is almost impossible to miss.
Set 2

The Miriam vessel is located to the east of Red Echoes, on the western edge of Devil's Grief.
This is just south of the building used as an encampment for the cultists in the Main Quest - Revenge of the Nora.

The USRC vessel is located southeast of the Miriam vessel, directly west of the campfire inside an old gas station.

The KZ vessel is located on the southern edge of Devil's Grief, to the northeast of a Grazer site and east of a campfire.
The easiest way to find this is to head to the campfire and then run directly east - you should find this just before you reach the first ruined building.

The Sterling-Malkeet vessel is located in the Shattered Kiln bandit camp, south of Maker's End.
Set 3

The Odyssey vessel is located in the center of the Eclipse Dig Site, which is the final location of the Main Quest - The City of the Sun.

The Metallurgic vessel is located in the center of Maker's End, just north of the campfire.

The Jomei vessel is located on the western road leading to the Dimmed Bones and you'll likely spot it during the Main Quest - The Field of the Fallen.

The Thunderheads vessel is located just south of the entrance to Faro Automated Solutions and you'll likely spot it during the Main Quest - Maker's End.

Metal Flowers

The following covers the location of all Metal Flowers in the game, with map images of their location and a description.

Mark I Flowers

Flower (A) is located inside the ruins Aloy fell into as a child. As an adult, return to the ruins to find multiple ruins blocked by stalagmites that you can break through with your spear to find this flower, as well as additional Datapoints and a Power Cell (part of the Ancient Armory quest).

Flower (B) is located to the southwest of Rost's home, on the cliffside. To reach it, travel to Rost's home and exit the southern gate and then head through the forest to another gate. Use the zipline on the other side of the gate to reach a rope that will lead to the cliffside with this flower.

Flower (C) is located behind one of the large destroyed buildings along the path to the north of the Northern Embrace Gate, which you followed during The Point of the Spear.

Flower (D) is located on the hill behind the cultist encampment encountered in the Main Quest - The War-Chief's Trail.

Flower (E) is located smack dab in the center of the Sacred Lands, to the southeast of Devil's Grief and northeast of the Bellowback site. The easiest way to find this is to head directly south of the Miriam Ancient Vessel's location.

Flower (F) is located inside the Bunker of the Ancient Armory quest. After climbing down into the tunnel, swim through the water while looking to the left to find this.

Flower (G) is located on the southeast edge of Devil's Grief, almost directly south of the Denver Stadium vantage. Head south from the vantage point until you reach the large ruins of a building and check the southeast corner of the building to find this.

Flower (H) is located on northern edge of the Sacred Lands, south of the Grave Hound ruins and a frozen lake with Glinthawks.

Flower (I) is located directly south of Hunter's Gathering, just north of the road.

Flower (J) is located directly west of Flower I, along the west bank of the river and directly south of the campfire on the mountain pass to the north.
Mark II Flowers

Flower (A) is located northwest of the Dawn's Sentinel gate, in a ravine on the other side of the river.

Flower (B) is located to the east of the northern gate to the Sundom, and west of the only Thunderjaw in the Sacred Lands, in the center of the Snapmaw infested lake.

Flower (C) is located directly north of Lone Light, in the crossroads near the river.

Flower (D) is located to the north of Sunfall, but you'll need to approach from the east to reach it. The easiest way to reach this is to head for the Shell-Walker site and then set a waypoint and head straight toward the marker and up the mountain ridge to some ledges that leads to this, near some Glinthawks.

Flower (E) is located north of the northern-most lake in the valley with the two Thunderjaws, northeast of the Tallneck: Sun-Steps.

Flower (F) is located east of the Corrupted Zone with two Rockbreakers in the Sun Furrows, to the south of Pitchcliff, atop a hillside.

Flower (G) is located to the far north of Pitchcliff, near the Stormbird site, on a rock ledge on the eastern side of the sloped road.

Flower (H) is located in the Valley of Omens, on the western edge of the Rustwash.

Flower (I) is located on the southern edge of the Dimmed Bones, where you'll encounter the Oseram during the Main Quest - The Field of the Fallen.

Flower (J) is located on the southern side of Lake Powell, on the western-most peninsula, near the Snapmaw site.
Mark III Flowers


Flower (A) is located on the northern edge of the lake, on the eastern side of the Jewel, not far from one of the waterfalls feeding the lake.


Flower (B) is located on the eastern edge of the Jewel, in the only desert area on the southern half of the Carja Sundom.

Flower (C) is located in the snowy mountains to the northeast of Daytower, directly north of the Mark I (J) flower.

Flower (D) is located on the southern edge of the Jewel, to the west of the Cauldon XI.

Flower (E) is located on the top of the mesa, to the southwest of Meridian. To reach it, climb the ledges on the southeast side of the mesa to reach the top.

Flower (F) is located to the far south of Meridian, to the west of the Tallneck: Spearshafts, atop a mesa. To reach it, climb the ledges on the western side of the mesa to reach the top.

Flower (G) is located to the southwest of Brightmarket, on the upper plateau, at the division in the main near a Charger site.

Flower (H) is located on the road to the west of the Tallneck: Copper Deeps.

Flower (I) is located at the top of Sun's Climb, to the east of Meridian. This is easily obtained during the Side Quest - Honor the Fallen.

Flower (J) is located under the eastern-most arch of the bridge, to the west or Morning's Watch and north of the Tallneck: Copper Deeps.

Banuk Figures

The following covers the location of all Banuk Figures in the game, with map images of their location and a description.

Set 1

The I Name You figure is located on mountainside to the west of Hunter's Gathering. In order to reach it, locate the Banuk painting near a post with ribbons in Hunter's Gathering to climb up to a section of the mountain. Head straight to the right to find some handholds marked with yellow rope and climb up to reach this at the end of the Brave Trail.

The My Claim figure is located on the mountainside to the northeast of the Devil's Thirst Bandit Camp. In order to reach it, head south of the marker to locate two posts with a yellow rope between them and climb one of the posts to reach the yellow rope. From there, jump to the side of the mountain and follow the Banuk paintings along the Brave Trail to reach this.
Set 2

The Punishment figure is located on the mountainside to the east of the Banuk Encampment on the northern edge of the Sacred Lands. In order to reach it, head east from the Banuk Encampment to find a post with ribbons and some Banuk paintings to locate the ledges leading to the top of the mountainside.

The I Cannot Confess figure is located to the southwest of Brightmarket, near the Stalker site with two Bellowbacks. This can be reached by climbing the ledges of the plateau from the south or by heading southwest from Brightmarket and following the southern side of the river.
Set 2

The Vision figure is located off the road between Blazon Arch and Sunfall. In order to reach it, follow the road north from Blazon Arch or south from Sunfall until you come across the Broadhead site. Behind the boardheads, to the west, locate a post with ribbons to locate the starting ledges.

The Mother figure is located to the south of Pitchcliff, to the north of the Corrupted Zone with two Rockbreakers. The ledges to reach the figure is almost directly south of the figure, near a Glinthawk on the perch.

Datapoints

Audio Datapoints

Hologram Datapoints

Text Datapoints - Quests

Text Datapoints - World

Text Datapoints - Machines

Scanned Glyphs

Appendix

Skill Tree

The following is a list of the skills available for purchase, what each skill does, and how many skill points are required for unlocking them.

Prowler
1Silent Strike
Press to perform a silent takedown on small machines and humans,
or deal high damage to medium enemies.
Hunter Reflexes
Time slows while aiming during a jump or a slide.
Silent Drop
Landing from a fall or jump is completely silent, and will not alert otherwise unaware enemies.
2Strike From Above
Press to silently drop and take down small machines and humans,
or deal high damage to medium machines.
Balanced Aim
Use ranged weapons while balancing on ropes.
Low Profile
Further reduces your visibility to enemies when crouching.
3Strike From Below
Press when hanging below human enemies to perform a silent takedown.
Strong Strike
15% damage increase to Strike attacks:
Silent Strike, Strike From Above, Strike From Below, Leader Strike
Dodge Prowess
Hold from a long dodge roll, or tap for a short dodge roll.
3Leader Strike
Press to perform a silent takedown on heavy and elite human enemies.
Strong Strike +
30% damage increase to Strike attacks:
Silent Strike, Strike From Above, Strike From Below, Leader Strike
Quiet Sprint
Sprinting is quiet, greatly reducing the chances of alerting nearby enemies.
Brave
1Concentration
While aiming, toggle with to slow down time.
Critical Hit
Press for a high damage attack on downed enemies.
Precision
Light spear attacks have an increased chance to knock off armor and components.
2Heavy Lifter
Move faster while wielding a heavy weapon.
Critical Hit +
Critical hits deal more damage.
Precision +
Light spear attacks have a greatly increased chance to knock off armor and components.
3Concentration +
Increases the maximum duration of Concentration.
Double Shot
Use while aiming to notch an additional arrow on all bow weapons.
Knock Down
Heavy spear attacks will knock down machines faster.
3Fast Reload
Faster reload while using Concentration.
Triple Shot
Use while aiming to notch up to 3 arrows at once on all bow weapons.
Fighting Back
Heavy spear attacks deal increased damage when Aloy's health is low.
Forager
1Lure Call
Use Lure Call from the tools menu to lure a single enemy to your position.
The target will be the closest, most centered in Aloy's view.
Healer
Speeds up healing from the medicine pouch.
Gatherer
Additional natural resources when foraging.
2Combat Override
Increases the time a machine will remain overridden by 50%.
Herbalist
Doubles the capacity of the medicine pouch.
Scavenger
Chance for extra resources when looting downed machines.
3Combat Override +
Increase the time a machine will remain overridden indefinitely.
Disarm Traps
Traps and tripwires can now be disarmed and reused.
Ammo Crafter
Craft additional ammo from the same amount of resources.
3Call Mount +
Calls a new overridden mount if no mount is available.
Tinker
Weapon Coils and Outfit Weaves can now be removed and reused.
Scavenger +
Increased chance of extra resources when looting downed machines.