This guide is intended to help you speed up the game's processes and make your life easier. This guide also includes tips for each of the maps that will help you avoid peril, and make it as easy as possible to complete your tasks.
The sole purpose of this guide is, as you can see, to provide mechanics, techniques, and tips for lazy players. These techniques will not be applicable to reality. You won't become a walking, talking, breathing radio that only blasts Ram Ranch music to repel your shadow angels.
Cursed Sand Ruins/Crypt at the Great Pyramid
These ruins are full of traps and objectives. Let's review them.
- The inner tomb doors can be beaten by your camera. If you stand up against them with a fully upgraded camera and take a photograph, looking directly towards the Sarcophagus, it will count as a photo from the inner tomb.
- There will be 4-5 sarcophagi laying on the ground in this room of ruins. You have to open the remains in order to grab any gold or take photos. This applies to whether they are on the floor or against a wall. Instead of taking photos, you can press your face against a sarcophagus and take a photograph. This works for all the remains that are pressed against a wall if there is an mummy inside. It also works for the skeleton that is in the prison chamber while it is still locked. However, the floor ones require you to get on top and crouch, looking straight downward. To find the gold inside, you must stand at the chest of the sarcophagus (the largest section).
- Many players, new and old, find the swinging-axes trap to be a problem. The short activation times and quick swings can easily erode your health, especially when you rush through them. To keep yourself safe and lazy, simply stand in front if the first slot in a hallway. They will then activate, which will stop you from being slashed walking through them. This trigger can last anywhere from a few seconds to many, so it's impossible to know if you'll make it through the first blade without being hurt.
- The boulder traps are usually not very surprising, except for the one on the other side of the corridor. These boulder traps are easily avoided by simply walking through them. It is a unique type of boulder trap that is very difficult to master. The time it takes before the trap triggers is random and you may not have enough time to avoid it. While it can be difficult to avoid it and stay alive, the method is quite simple. It relies on a trigger that activates when you reach a gold pile to collect them. The place of the gold can also affect the time you need to avoid it. It's difficult, in my opinion, to avoid the trap every time. The best strategy is to use your distance and hover your cursor on the gold when you are close enough. Once you reach the gold, quickly run up to the trap.
Temple of the Pharaoh/Undercroft of Akar
Although there aren't many tips and tricks here as compared to the sand ruin maps, some concepts are similar.
- The golden arcophagi work in the same way that the sand ruin ones. You have to walk up to the case, take a picture, and it counts as evidence of the remains. You don't need a check to make sure that the golden sarcophagi contain an actual mummy.
- Many players attempt to complete the snake trap puzzle in as little time as possible and end up suffering from the wrathful snake. In general, I find that the best strategy to lazily succeed is to solve the puzzle last before opening the inner chamber. However, it could happen that another explorer triggers it too early, either because their bird-brain sees shining gold that they must acquire or because they're used at doing it early. To be as lazy as possible, avoid the snake and not check your surroundings as often, you must stick to the edges and walls of rooms. You should also avoid walking through the center of rooms if possible. If you are ever in a position where you cannot avoid the snake, you have two options. Either repel the snake by using a timing swing or amulet or let the snake pass first It is best to avoid areas where the snake can travel. Make sure you are looking in all directions and listening for the hissing. If you successfully repel the serpent with your torch, it'll move at a slightly faster rate towards the snake-room and hide back in the place it was before you solved it. It stays there for a variety of reasons. This can be random or dependent on difficulty. Or it could also take into account map size (which I have yet to test).
- The overhead boulders within those narrow corridors are easy to avoid if you keep moving forward and don't slow down. If the boulder is located above you when you enter the corridor, be careful. There is a small chance that it could trigger before you get far enough to avoid it crushing you. Fake it and try to hit that trigger towards the platform's start. In the event it triggers too early, you could end up being crushed by something larger than a foot. If it doesn’t trigger within 25-30% of the platform’s first few minutes, then you can just run and make it work.
Sunken Dune Shrine/Hidden City of the Sahara
This map is where I find myself the most lost. These tips don't prevent you getting lost. However, it is important that you don't panic if you do get lost unless you are playing with others. Maybe you can practice navigation skills. I'm lazy.
- The sarcophagi in this particular tomb function in the same manner as the others. You can take photos through them and collect gold through the ones that are lying down. These sarcophagi were not intended to be opened because of the minge-lords which can burst out from open tombs. This is something I have been able sometimes to use to my advantage in order to identify disturbed tombs before they are too late if I'm playing solo.
- These eight-legged dirtbags can do almost nothing and are there mainly to annoy. These freaks can make webs in room transitions. You can always walk through them. These webs can create vision obstruction with the camera which can prevent photos of the mejai being taken from other sides. This could be either because I am terrible at taking pictures or because they are a problem for me. These webs shouldn't be confused for those that you must use your torch to destroy. They spawn at three specific locations (or more): the entrance of the lower level of tomb, the room transition into some dead ends with a few sarcophagi laid down in them, and the dead end room with gold, a canopic container case, and on the other side.
- The sandpits are pathways that you can't use to move quickly through the ruin. (Unless you're a VR gamer, your legs will be strong enough to withstand the large amount of force the sand exerts on them, allowing you to move normally). They almost always have gold piles inside them, which you can find with your metal detector and divining rod. I am a lazy player and don't have the time nor the patience to use my metal detection. Instead, I have found a way that I can gather as much as possible with these, while still having enough to complete the gold collection objective. I roleplay American-style vehicles as I navigate these sandpits. However, I try to stay on the right side of each corridor. While it takes practice and some experimenting to get the position right, most of the pits will have gold piles if you follow the correct technique. In all my expeditions so far, the gold heaps in the sandpits spawn out of the center of the path. I'm not able to access the game's codes to find the locations where they spawn. Please let me know if you're able to do this if you'd like to make it more accurate. This applies to all other areas of this guide that you feel need to be more exact.
- This map's spike path puzzle requires darts. You'll never find the darts unless you are foolish enough not to walk through the path's center or miscalculate its location if your walking perpendicularly from its path. The solution to this puzzle however is simple. The puzzle has four spike plate in the ground. They are spaced in two rows. The first row has them separated from each other, while the second row has them in a space between them. I will not go into detail because I am lazy. The correct path between the spike rows is the same. This means that if the correct spikeplate is in the second row, it will be in the second. This means you won't walk straight from start-to-finish in the spike puzzle. Instead, you will need to move around to adjust for spikes in the second row.
- There are no boulders both on this map and the oasis maps, but there are other hazards. The swinging spikes that are attached to chains can be as deadly and dangerous as the cursed stone ruins' axes. I say this as I have never experienced them causing me any damage more than once. This can happen when they swing closed after you've walked through them. These can be costly so don't get frustrated. This is inconsistent, so you would have to stop only once to get past the swinging spikes. Don't be impatient.
It's my least favorite map, for many reasons. It's appealing in many ways, but it's stressful because of some of the stupid things you see.
- First, the sarcophagi can be used in the same way as the others.
- Crocodiles represent troublesome children. They attack you whenever they feel rebellious. Then, they scream like weak, worthless babies when you attack. I love bullying them. Your torch is able to keep the crocodiles away, just like the snakes. A lot of players don’t know that the amulet is also effective against the crocodiles. It works the same way as the snakes. This is helpful against Necreph when these hunchbacks are following you, while making silent curses on you head and using venom to sting you. Even though you can sometimes outrun them but it can be difficult when you reach a dead-end. That's where the amulet helps. You can stop them from attacking you by timing your swing so you don't fall into the water beneath certain platforms. This is particularly useful if they're right on top gold or a case. I haven't yet seen a player drain the water before taking loot.
- I wouldn't have included the treasury-lever if they didn't spawn in my inner tomb. I have found a treasury in every case. The one lever that spawns at ruins' entrance is the one that I have. The other spawns at one of two locations (potentially greater):
1. On a pillar in central of a 4-way intersection.
2. This pool is underwater from the bridge running across it.
While it is common to assume that a treasury lever will be found in the inner cemetery, this can sometimes cause confusion.
- The rolling spikelogs are another hazard that has replaced the swinging blades on the cursed, sand-ruined ruins. I find them to sometimes be more irritating than necessary, especially if I'm in a rush. Each branch of the room has two spiked logging logs. You would normally need to be between them to avoid being hurt. Because this is quite precise, my lazy self found a way to get around it. When the log closest to your face is just moving back up, run forwards as quickly as possible to avoid damaging it. You will be able to get through the second pair of logs intact. This timing is dependent on the direction you are facing. But, no matter which direction, this strategy will always work if it's done correctly. Although it is not difficult to learn, it is important to know when you are going to be hurt.
- Next, let us talk about the flood corridor. The inner tomb is a nightmare for most players. They must enter it to drain the water. You have to wait for them to retract before you can pass. But once they shoot from the walls you can walk through the middle of the corridor and you won't take any damage. Their hitbox is small enough to reach them if you are in the middle of the passageway where they poke out. The maximum length they can retract is slightly longer than their max length. This means you can walk between them in any situation, besides them firing out, as long as your going straight down the middle. It's a simple tip that can save you some time, even though it's not very useful.
- Ah, yes. The moving block puzzle is by far the most RNG puzzle. This is an inconsistent garbage that has no apparent pattern to when they shoot and how long they stay in the wall. It seems that the harder the obstacle, the more difficult it becomes, unless I am just that unlucky. Your chances of getting back to above the water are minimized if you wait for the block to shoot out. When it does, you can start running forwards. You should be between the moving block and it before it shoots out. You can continue this process until you reach another side. You can then complain about how stupid the puzzle is while you pick up the gold on your other side.
Welp, that's it. This is all I have to say about the map. This guide will be updated shortly after October's new maps. Some updates may be made to the guide before then to add gifs/or videos to tips listed throughout. Don't depend on me too much to add them to the guide, since I'm lazy (this doesn't necessarily mean I won’t). I apologize for the mess of a guide. I was bored one day and decided to finish writing it.
This is all we can share for Lazy Tips for Exploration – FOREWARNED for today. I hope you enjoy the guide! If you have anything to add to this guide or we forget something please let us know via comment! We check each comment! Don’t forget to check SteamClue.com for MORE!
- All FOREWARNED Posts List