Rites of Passage

Rites of Passage is a smallish level, intended to guide you in the art of spiritwalking. Although Tommy's death was seemingly certain, Enisi has managed to save you and bring you to a spirit realm, where his spectral form will be able to teach you the old ways of the Cherokee. Tommy's kind of a dork about the whole thing, but you'll have to put up with him for a while until you learn about your new powers and move on.

First, find Enisi and speak with him to the caves of testing. When you reach the fire, wait for Enisi to stop talking, then use your Spiritwalking button to leave your body, pass through the flames, and activate the pillar on the far side. When you pass through the door into the cave, you can pass through the flames again to reach your spirit bow, the only weapon you'll be able to possess while spiritwalking.

Spiritwalking works like this: if you leave your body with spiritwalking, your spirit will be able to fire on enemies with your spirit bow. It's invisible until you actually do start attacking, so you can use it to scout a bit if you're concerned about what lies around a corner or something like that. While in spiritwalking form, your physical body will remain where it lays, and is vulnerable to attack from enemies, but if it gets hit, you'll automatically return to it and be capable of defending yourself. You can't interact with everything while spiritwalking (you can't use wallramps, for instance), but you can flip most switches, and what's more, you'll be able to pass through most forcefields, allowing you access to locations that you can't reach with your physical body. In general, it's not something you're going to want to use for combat, but it'll come in handy when attempting to solve puzzles.

Second Chances

After you return to the Sphere, kill off the Slaves nearby and push one of the orbs to the center of the room to break the membrane, then drop down. The first spiritwalking puzzle is down this tube; you're facing off against a forcefield that you can't bypass. Note the sun symbol on the ground; this indicates a spot where you can use your spiritwalking. (Before you do, though, you may want to chuck a grenade at the three Fodders on the far side of the field; just throw it over and it should destroy all of them.) When spiritwalking, you can run through the field, then switch it off at the panel nearby. You can also walk up the spiritwalking-exclusive ramp near where the Fodders were; some locations will have ramps like these that can only be used if you're spiritwalking, usually leading to extra ammo or the like.

Obtaining A Leech Gun

Follow the path nearby onwards until you reach another forcefield, where you can pass through with your spiritwalking and disable it. You can also peg the Hunter nearby in the head with an arrow, if you like. Regardless, head through and start walking up the walkway, activating it at the nearby switch if you need to. Climb up and over, but don’t walk off the end of the walkway; stop on the small square at the end of the path and, while you’re still upside-down, spiritwalk. Your spirit will drop to the bottom of the walkway, allowing you to move around and pass through the forcefield nearby to enter the control room. Flip the switch to move your body to the far side of the area, then hop back into it and move off the walkway when it’s on the other side.

At this point, you should be able to enter the control room from the side of the room you’re on now; when you do so, you’ll trip an alarm, but you’ll also be able to pick up a Leech Gun, which Tommy appreciatively describes. Grab it, then backtrack and head through the nearby open door to move on.

After you witness the scary little cutscene involving the Dishonored Dead and their predeliction for taking over the souls of small children, you’ll bust through another door and will be able to access the second of the four Leech Gun types. The ammo it comes pre-loaded with is a powerful plasma type, but if you switch to the ice ammo here, you’ll be able to freeze your enemies in place, but only at close range. The hallway here is a dead-end, but if you backtrack and look under the stairs, you’ll be able to find a pair of crates. Head into the right-most one to find the next area.

Switcheroo

When you pass through the crate, you’ll come to a room full of gravity switchers. To flip gravity to another part of the room, simply shoot one of the switches on the "walls". Gravity will be flipped so that the switch you aimed at will now be on the "ground". It’s fairly difficult to get lost here, and your objective is to reach a portal at the top of the room. Do so by manipulating the gravity switches until you find your destination, then maneuver around so that you can enter it.

At this point you’ll be in a large, open area, replete with Hunter snipers looking to take you down a notch. These guys really hurt when they manage to hit you, so be sure to spank them first with your own sniper attachment to your rifle before they get a chance to do so. When you manage to kill a couple of them, feel free to dash out and attempt to circle around the walkway, perhaps using the large rising globes as cover from the snipers. At the far end of the walkway, you’ll drop into a hole, then look upward and shoot a gravity switcher to reach the next teleporter.

Back In The Bar

As you might surmise from the music here, you’ve almost reached the bar area, which the aliens have apparently decided to recreate inside the Sphere in all its run-down glory. Why? Who knows. Anyway, carefully manipulate the gravity switchers to reach it, being sure to think about where you’ll fall when you shoot a switcher before hitting it; you want to leave yourself in position to be able to move on along the path in front of you, which isn’t always going to be possible if you shoot a gravity switch while standing in a bad location.

Anyway, when you reach the bar, drop down to the bottom level and start fragging the Hunters that come after you. When a few portals have opened up, look around until you find a blue one, which should be visible if you stand where the slot machines were located previously and look towards the center of the bar. Head through it to end the level.

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