Vision Soft Reset

Vision Soft Reset

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Full Walkthrough & Card/Upgrade locations
By Ricky
This a guide that gives pointers and routes for progression through the whole game. It can be easy to get stuck and a few items are quite hard to guide, so I hope this helps future players get around the interesting world of Vision Soft Reset.
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Content of this guide
This guide will be separated into three parts.

- A vague walkthrough. It doesn't tell you everything, but merely gives you good indications of how the game is supposed to progress. There are a few spots where the game doesn't tell you where to go next, so this should give you a help hand.

- A listing of all the cards in the games. Most cards are easy to find, but some of them have weird requirements. When the card of an enemy is acquired, it takes double damage from now on, which is critical for certain enemies.

- A listing of all the upgrades. You will come across most of them naturally, because they're critical to progress, but there are other ones that can help you without being mandatory. Personally, I didn't find them to be all that useful, but more tools in your box can't be good.
1. Walkthough
This walkthrough will be separated in runs. A run has a starting save station and a game state and goes until the next upgrade has been obtained. You can go back in time with an upgrade or a card as soon as you obtain it, but if you don't save the game at a save station before you close the game, that progress will be lost! So be sure to save before quitting the game.
1.1 First run
Save Station: None
Game State: Start of game

Welcome to Vision Soft Reset!

This little metroidvania is set on Seudar Isle, but before you are allowed to go explore anything, the game is nice enough to give you a tutorial.

This part is quite simple. You have to shoot a wall of ice to exit the ship, then go to the top, avoiding exaust fire. If at any time you take damage, the game will teach you how you can use your Vision meter to roll back in time a little bit. This meter can only be refilled by finding blue triangles from enemies, and if it's below 25%, it will go back up to that number slowly over time. So use that ability sparingly if you can.

Once at the top, you will find the first boss of the game, Sherivice. He is quite easy, his patterns are slow and quite obvious. Once he is defeated, you will land down on Seudar Isle, and your advantage truly begin.

At this state of the game, there is not much you can do. There is only one path to the right, one you will follow until you get to the end of this run. There are however, a few points of note:

At some point, you will come across this room.



The ice block can be broken with the first upgrade you will get, but for now, the only way to process to let the squirrel drop the acorn right on top of the block to break it.

Later, you will come across the second save station and this room.



To proceed, you will need the code from the future. Also, in the next room over is the first heart upgrade. This arrangement is done on purpose, and will teach you a very important mechanic of this game.

Continuing down the path of on the right, you will room be blocked by this:



Just like with the ice block, the only way to destroy this wall is to go around, fight some enemy and shoot the acorn so it falls down on it.

Past this room, you will find your first upgrade, the Charge Shot! This upgrade allows you to charge your gun for more damage and to break down certain walls or objects. It will be used in this very room to progress, but as mentioned before, could be used on the earlier ice block and wall to speed up navigation.

Finally, this run ends in this room:



You should go right first. Be careful not to fall, or else you will have to redo this part. On the right is a dead end with the code you were looking for:



The bottom path leads you to a dead end in which there is no escape. Fortunately, you will be told how to use your past saves to go back to the third save. Once that's done, you can go back to the second save, ending this run.
1.2 Second Run
Save Station: Chamber Station (right before the three symbols code)
Game State: Nothing activated

Welcome to your first rollback in time. (Well, technically the second one, since one was forced on you seconds earlier). You are now in the exact state as before you saw the code room. But now you gained the password, so you don't have to go through that whole dead end path on the right again. You can (and should) enter the room on the right again to get the heart, because it was lost going back in time, unlike the upgrade, which was kept.

With this new knowledge, you can open the gate, but once again, there is only really one path to go. You will go down a shaft, then down into a big room, then right, then down past another big room until you reach another save station. Further down you will find a long shaft downward, from which there is no escape. Again. It's kind of a theme in this game.

In this new area, you will come across pools of water like those:



Those are very hot and you cannot stay in them for too long. Eventually though, you will come across another save station on a little room on the left, and a big drop on the right, leading to the famous shield! Interacting with it will lead you to a cutscene, and soon, you will be back to the beginning of the game, ending this run.

As of note, no item is gained in this run. So, technically, you could have gone back to the first save in the game and kept going on positive time without ever triggering the 20 minutes countdown by going down to the shield and triggering the cutscene. I do wonder if there is anything preventing you from progressing before that point.
1.3 Third run
Save Station: Ship Station
Game State: Nothing activated, start of the game

Now that you have the Charge Shot, you can go left from the starting area. There are a few rooms on the way down, but all of them are blocked off in some way. Except for this room:



You are intended to jump down the second to last hole and fight a room full of enemy, but if you fall down the first hole and stick to the left side of the wall, you will eventually get into a secret room containing Charge Grip. This optional upgrade allows you to hold your charge even if you're damaged. As a bonus, you will fall down after a battle room and avoid it entirely. Nifty.

From there, you can go save in a room on the left, then go up some platforms and into a room full of lasers. Past that, you will find a very important room with one big button. This changes the entire state of the game, activating platforms and lasers, opening and closing paths all over the place.

With this button activated, you go back to the platform room, and use them to exit up top. But first, you also have access to your first card in the game (technically, two others are accessible before this point, but they require going off path)!



Cards are a collectible that allows you to see the secret ending if you manage to get all of them in one run. Which is very hard. But most importantly, each card represents an enemy or object in the game, and once collected once, the enemy associated with a card will take double damage and be way easier to defeat. So it's recommended you grab those cards as you see them.

Once you had fun grabbing your card and marveling the game changing implication of killing enemies faster, you can leave the room through the top and go left, where a platform will now be moving:



Past that is the Golden View, which gives a golden indicators on upgrades that are mandatory to progress in the game. Or... you know, you could just continue following this guide.

At this point, you could use your newly activated button state to explore the map, but I got a better idea. This state is very important to future runs, so at this point, you want to go back to the beginning of the game, rush down to activate the button and rush back up to make a new save at the ship, now with the button in the ON state. You will return to this state a few times in the future, so the more time you have left from this point on, the better. A target of having more than 17 minutes left is good for most purposes.
1.4 Fourth Run
Save Station: Ship Station
Game State: Button in ON state

Now that the button is ON and we got some vaguely useful upgrades, it's time to go back right and get an upgrade that will actually change everything. With the button ON, the road we used previously will be blocked, and a new path will be forced onto us. That path will down the ice cube floor again and into this room:



The room on the left will lead you to a dead end, but blowing up the wall with your Charge Shot will reveal the path to a new upgrade: Charge Magnet. This will attract power ups towards you. And also those little flies enemies. Be careful charging your charge around them in the future. Breaking the wall also spawns a machine gun enemy with a lot of health. Good thing we will get that thing's card as part of this walkthrough.

Now back out, you can break the wall on the right and walk into a new room. Before going down, you can climb up and find an invisible path leadiing to Alterned Shot!:



This useful optional upgrade doubles one ray out of two, essentially multiplying your damage output by 1.5. Huzzah!

Now, you can unlock the password gate again and head back toward the shield, using a slightly different path thanks to the newly activated lasers. Eventually, you will return to this room and find out that the platform is moving, allowing you to reach the room on the top right:



In the next room, you can get a second health upgrade, but don't get it now before it will impede your path forward:



Continuing down the path will get you Spin Dodge, which is a fantastic upgrade that let you dodge through lasers, enemies beams and when used in the air, give you a little more distance to reach new areas. Really, this upgrade is basically the most versatile in the entire game. Beside going back in time. At this point, you can use your new ability to escape this area, and explore a bit.

Once you had your fix, it's time for a new run!
1.5 Fifth Run
Save Station: Ship Station
Game State: Button ON

With your new ability in hand, it's time to pay a visit to that red little cat thing you may have seen around. First, try to go get the first two hearts as fast as possible. Health will be important soon. The game will remind you of that eventually, but why wait when I can give you a vision of the future.

Once you're properly equipped with nice tanky hearts, you can go to this big room:



On far top left you will find a laser you can now dodge through. The next room will teach you the big puzzle of this area, blocks that block your path as you go through them, and once they are all activated, open up a gate. Puzzlely!

If you get to the next save room with 4 hearts and at least 10 minutes to spare you should be good to go. From this point on, you will go in four room, gather one part of a code, then go back in time to this save point, and go through another room until you get entire code. Then you can enter the code on the big panel on the left and reach THE BOSS.

If you are lazy, you can skip to the end of this section for the code. There is actually nothing to be gained in the rooms you will visit (beside cards). If not, let's go through all four paths together, shall we?

Upper left path: The two rooms have a sly puzzle. To solve it, you need to stand here:



Then charge shoot the block to disable them all, then go back up, down into the hole to activate the middle one, then back down the right side to activate the last three ones. Once they are all active, you can shoot them to desactivate them, it doesn't matter, so long as the gate is open.

The next room is fairly straightforward, although it will teach you a hidden trick with the dodge ability: you can dodge up or off a platform, and then dodge again in the air.

Finally, you will reach a dead end with the first number (7):



Upper right path: This path can be annoying, especially the battle at the end. In the first room, stand in the middle, desactivate all gates and then go in a 8 pattern to activate them all. Then continuing down the path. You can get a card in the next room if you're feeling acrobatic.

Finally, you will reach a fight. because of the magnet charge, the little flies will be attracted to your charge as soon as they appear. So you want to charge your shot, stand where a cloud will spawn, and one-shot kill it before the flies murderize you. Repeat a few times until the room is cleared. Your reward in the second number (9) :



Lower left path: Go down the path until you reach the battle room. Enter through the lower opening and be careful to never shoot any gate open from this point on. If you do, just go back in time to the base save and try again. Kill the first enemy, then climb to the top part through the two gates on the left. While at the top, kill the enemy that spawned there, then go back down through a gate. Kill the next wave down there, then go back up through the only gate left open. Be careful killing the cloud, and the last gate it yours to cross. your reward is the third number (3) in the next room:



Lower right path: Follow the path until you reach a big cloud. It takes a lot of charge shots to kill it, and if it spawns a cloud on the left, kill that one immediately, or it will kill you. Once all the clouds are dead, you reach the hardest gate puzzle of them all. Stand there:



Then go follow this path:
- Go to the far left, activate the the middle gate and first gate going up.
- To across the top, activating one gate.
- Loop across the three gates on the right.
- Walk across the other gate on top.
- Go down the last two gates from the left.

Phew! That was quite the hurdle. The path afterward is quite linear and you will get the last number (2):



Entering the code: Will all four numbers, you can enter the code:



At the end of that path, you will encounter your second real boss Griger! Just shoot him until his health is low and his bashing around reveal the next upgrade: Energy Claw! To end the battle, hit him a few times with that claw in the back until he leaves. Well, until you slash the door open and he leaves. From now on, you can slash open all the doors in the base, avoiding doing any puzzle. Take that, big brain!

You can continue down the new path on the left until you meet the Collector. Then... you're pretty much done with this run! Time to go swimming!
1.6 Sixth run
I will let you in on a little secret: There are no upgrade to get on this run. It's just an annoying gauntlet that will show you the location of orb A, and the location of the secret path to actually progress in the game. If you want to skip all that mess, just look at the last picture in this section to know the secret path and go to the next run. You will thanks me later.

If you're a masochist and you're still here, congratulation! You're in for a lot of FUN(tm).

Save Station: Ship Station
Game State: Button OFF (at 20.00)

Use your dodge on the path left to the ship to get enough height to reach the path up there. In the next room avoid all enemy and keep going left, grabbing a Vision upgrade for an extra 25% less annoyance. Keep going left until you reach the big beautiful sea. The biggest of them all. There is only one path forward, and it's not easy to spot. Stand here:



And then dodge in the up-left direction into the next screen. You will end up with just barely enough height to make it to an upper platform. From there, go left, drop down forever and go right into the next room. Save up the room up from there, and prepare to ponder your fragile existence. You can visit the next room right to the save spot and understand why we didn't do the logical thing and get back to four hearts before doing this.

See, the path forward is blocked by a green vine. To destroy that vine, you need to get to that spot before the timer reach 17:00. If you are very, very, very quick, you may be able to grab the first heart and get to this spot under 3 minutes, but chances are, you're not. And since you're not, you have two hearts, and everything in the next few rooms will try to kill you. Joy.

You can still skip this whole section and go see the secret at the end. I won't be mad. Go on.

...

Still here? Well then.

From this save, go down and break the vine. Then jump left, dodge left in the air, and hope you don't get hit by one of the three balls. Cuz, you die if you touch them.

Then, drop yourself down the drop of spikes, and dodge left at the bottom just at the right time to not hit the spike. Cuz, you die if you touch them.

Be quick, and leave into the room on the bottom right, as fishes will spawn. Cuz, you will almost be dead if you touch them.

Next room, avoid some more spikes, and rush past those jellyfishes. Cuz, you will almost be dead if you them them.

Still alive? Welcome to hell. Hopefully at this point you've still got a decent amount of Vision from your 125% reserve. If you haven't taken any hit, you can take only two hits before you die. Plenty of those annoying jellyfishes will spawn, and you still haven't gotten the card to kill them twice as fast, so you're out of luck. After defeating a bunch, those fast fishes will spawn. Jump up from the middle ground and you should avoid both waves. Then more jellyfishes, and then you're done!

Almost. the next room has two more jellyfishes, and you do not want to die here. Try to avoid them if you can, or kill them if you desire more blood and have a death wish.

After this room you will reach a large one where a big orb is floating! You can grab it if you want. Or not. It's doesn't really matter, then you will lose it. After this is a save point, but this run is still not over.

The next section will teach you how to use the Claw to go through the air skillfully, using enemies as platforms. Just claw in midair to get a bit of height. In the next room, there are two enemies in midair. You have two paths here. If you have mastered the jump/claw/jump technique, you can use the two enemies to reach the top of a pillar. Then you then dodge right from the ground to get get close enough to claw the next enemy, and progress until the point you have to dodge in the air, claw another enemy, and get to the platform on the other end. Your reward: not having to go down the down path, where you will fight more annoying enemies in another gauntlet of terror.

Either way, eventually you will escape this hell and reach another save. At this point though, you will be stricken by horror at the sight of another vine that must be reached within three minutes.

WHAT!!!

Well, go up the only open path, and then you will find yourself here, and all be clear:



Yup. The only way to get here under three minutes is go use your claw ability to jump over enemies and reach this hidden notch, starting from the beginning.

Yup. If you have done all of this, we have shared great pain together, for basically nothing. Time for the next run!
1.7 Seventh Run
Save Station: Ship Station
Game State: Button Off, start of game

Phew, the last run was a nightmare. Or you skipped because pain sucks. Either way, now you know the way forward. Go into Griger's base through the back entrance, which is down the left path from the beginning, then right past a clawable brown vine. You can make a pit stop at the base's save.

Then go back down the lower left path, avoiding all the puzzles with your mighty claw. Since the switch is OFF, the laser that blocked the way where the number was is not there anymore, and in the next room you can get A CARD! Why this card in particular? Because it's the card for the machine gun guys, and killing them is hard. Now it won't be so much so. You exit this room through the top, avoiding killing everything. Time is the essence here. Finally, you will be in this room again and you can claw on the two enemies to reach the secret passage:



From there, you should be in time to grab the next upgrade the Wall Run! This upgrade let you walk up walls you jump toward. You will reach greater heights! From then on, you can continue down the path to reach a statue of Solacia, and an explanation on where to go next. Or you can just get on with the next run as soon as you grab the upgrade.
1.8 Eight Run
Save Station: Ship Station
Game State: Button OFF, start of game

Now that we can run on walls, we can go have a not so friendly talk with Solicia about the shield. As hinted by the statue if you interacted with it, the point to the next area is here:



Wall Run up that wall to enter a new area. The gimmick in this place are flowery spikes on the walls, which are removed by killing the pitched plant enemy. Go up the shaft, and you will see a totem with the letter A on it. You can shoot the letter to make it drop. Doesn't do much for now.

Next screen is the save station for this area. If you wanted to, you could have gone to get a third heart, so long as you get to this save with about 14 minutes left. In fact, feel free to go use the wait function to go down to 14 minutes, 13 if you feel especially fast, and save.

Go right, through another room, where you will see the B totem. Go down in the next room, and you will see the C totem blocked behind a moving block, and in the right side of that room, you can jump down into an upgrade, Mental Recovery, and use Vision to go back in time to safety. Interestingly, this upgrade makes it so you regain vision faster under 25%. Go you.

With this done, you can go back up the previous room, and go up. In the upper room, you can see Orb B. While it it technically reachable with a well placed dodge up, it doesn't really matter for now. Go back down and right into a battle area. Remember that detour we took to get card 10 in the previous run? It's for this. The explody guys are annoying, and each wave comes with a machine gunner. With the card obtained, you can dispatch them first and quickly before focusing on the explody guys. There's two ways to deal with those. Either you shoot them on the red tip, and you dodge their explosion, or you keep shooting them on the other side until they die normally.

Once this fight is over, you go to the D totem, and can go up the path. You will see a big door.



That is important for later. Next room, you can go right and see our good friend Sherivice, and his card. Not that it serves any purpose. He hints you at the fact something happens on the 10 minutes mark. How peculiar.

You can go all the way left, where you will see the E, F and G totems. You will also get the third heart upgrade and a strange door that will cost you one heart to open. Don't worry, it's just damage, you don't actually lose the heart.

At the end of this, you will see a boat alone. As hinted by Sherivice, the wind will blow at the 10 minutes mark. Just stand on the boat, and wait until that point happens.



At the 10 minutes mark, the boat will move and you will be be lead to the other side of the room, where a sequence will be shown to you:



This is the letters you need to hit in order to open the big door. A C E and G. Unfortunately, C is locked behind the block. Whoops. End of run!
1.9 Ninth Run
Save Station: Ship Station
Game State: Button ON

Back here again! You should make a run for the first health upgrade and then go back to the music save, hitting the Totem A on the way. Again, you can leave this save at 13-14 minutes.

Unfortunately, the way to C is blocked now by a laser. Use the room up from the save point and navigate up the next room and up to the G totem, which you can hit. Then you can go to the E totem in the room, and activate it too. Then you can go back and jump down into the Orb B room, and down again, and again, to the C totem room, which is now unblocked.

That's all four totems activated. At this point, just go back to the big door, fighting the enemies again, and wait for the 10 minutes mark at the top. If everything was done correctly, it will open, and it's BOSS time!

Solacia is actually a bit easier than Griger, especially if you have four hearts. Just watch out for when the scythe is huge and goes across the room. You will need to wall run and jump up to avoid the scythe.

Eventually, Solacia will die, but she has one last trick up her sleeve. The floor will collapse and the scythe will go after you. Run for your life, and along the way, you will get the Speed Boost upgrade. This upgrade activates after a long run, and allows you to run infinitely up a wall. Which is convenient, because the wall at the end is very tall.

With the scythe avoided, you can reach a new save station, and then run right, breaking another wall with the speed boost.

At the end to the right will be another cliff, which at this point can also be climbed with the speed boost. You will reach this room:



And then this room:



Spoooooky! This is the end goal of the game. If you get all four orbs in a playthrough, which is easy enough, you get to see the ending. If you save to all save stations in the game in one run, you get the Collector card, which is harder to do. You should still attempt it if you feel like it, because it makes the final boss much easier.

But for now, we still haven't seen the last two orbs. Mysterious. Boost right, and jump as high as you can while boosted. You will see a floating island with an upgrade on top of it (I already took the upgrade on this screenshot), which you can reach by air dodging at the right time. It may take you a few tries to do it correctly, but it's Double Shot, which increases your damage to 2 from 1.5. POWAH~!



Continue right down the mountain to another save, then left to an upgrade just sitting there. For free! No string attached. Really. No bad is gotta come out of it. Except, it does! This upgrade is cursed, and will make you fight a 'boss' where some letters are green and must be shot. And all those black squares? They're not affected by time travel. So going back to try and avoid them may just make things worse.

Eventually, you will beat this 'boss' and see the C Orb in the next room! Only one orb left!

...except you're still cursed.

Before ending this run, you can go left down, and then down into a room filled with water. You can speed boost across the water and reach another upgrade at the end of the room, Piercing Boost, which allows you to break the claw doors and walls with the boost. Which... isn't really all the useful. Maybe for speedrunning. (Shrug)
1.10 Tenth Run
Save Station: Ship Station
Game State: Button OFF, start of game

Before we go for the last orb, there's tiny little thing we need to do. And by tiny, I mean, really quickly. If you go left from the start and stay on the upper path, you will come across the left side of the mountain, which you can climb up now. In the next room, jump on the left wall, allow yourself to climb as high as you can before dodging up for max height for the jump to come. Go past the save and into the next room. If you're there under 90 seconds, you will see the one of those wonderful green vines, and a 2 heart barriers, but problem, you only have two hearts. Problem.

But... there's no magical path here. You must rush to the first health upgrade after the code, then rush back to the barrier, all under 90 seconds. You will have to practice until you get it. But your reward for it is Heat Resist, which allows you to get past the area past the shield. Which just so happen to be our next destination. To the hot caves!
1.11 Eleventh Run
Save Station: Cave Save
Game State: Any point, so you can use the first save you made for this area way back at the beginning of the game.

Been a while since we visited this place. Feels like 10 runs ago. Using your boost or wall run or both, you can get past the wall right of the shield, and into a hot water area. After the first maze, you will come across this area:



The most well hidden upgrade in the wall is hidden there, if you claw the wall:



Vile Claw, which also you to break Charge Shot barriers with your claw. Which... can be a time saver. No more charging. Not sure if it works on enemies only defeated with Charge Shots.

Anyway, past the second lake is a small room whose only purpose is to give you enough space to boost left over the lake, and climb up the left wall and then onto a wall that can only be broken with the boost. This leads to another shaft up, with the fourth heart upgrade in the game! Yay!

This area is pretty linear. Go up until you reach a save point, then left into another boss fight area! Well, 'boss'. This is like the letter fight, but this time you have to destroy a green screen four times. It will probably take you a few tries, because of the fact the squares aren't affected by time travel.

Once you beat it, you will pop out your suit into a small worm form. Which allows you to slide through those tiny passageways you found all over the map and make swimming in water super fast and easy. For now, follow the one path until you find a suit to climb in, at which point you see the Collector and he WILL kill you. There's no getting around that. Run over.
1.12 Twelfth Run
Save Station: Ship Station
Game State: Button OFF, start of game

At this point, you've got all upgrades, except one. In the water area, there was a path on the left leading to a room full of spikes. The only way to cross it will be to go out of your shell and navigate a tight maze while being chased by a ghost thing. For your effort, you will be rewarded by the thing's card and the last upgrade, Shell Escape. This upgrade allows you to press claw, then up, down up to leave your shell instead of going through the talk menu. It's neat. I guess.

From now on, you can go get Orbs A B and C, in that order optimally. After you got C, you can use the tiny passage right of Orb C to fall down into the virus lab save. From there, you can go right and shoot one block of ice into the water, and the other one to be roughly halfway between two crates, so you can jump back to the shell in worm form.

With that done, you can jump down into the water, go follow the path, go onto the ice block and enter a small passage leading to Orb D. Then you can swim back out the left side and use the shell to return to your suit. From then on, you can go down into the heat caves, back up huge shaft using the boost, and from there, work your way to the room with the orb barriers.

With all four orbs, it will open, and you can get to one last save station. Now, save, wait down to 5 seconds, and wait those 5 seconds for you to die... except... you don't die. The game doesn't tell you, but being in this room will lock in it and melt the ice block blocking the path, leading to the last area of the game.

Follow the path, which may look familiar to you, and at the end, it's BOSS time! The Collector is there to be be beaten up. You should have gathered all 4 hearts and at least 3 Vision upgrades naturally by going around the map for the Orbs, so this boss is not so bad. It's even easier if you also went through all the save stations while going around the map for the orbs, which opens up the gate to the Collector card. I highly recommend it.

Congratulation! You beat the game! You're winner!
2. Upgrades
Here's a list of all the upgrades. If you followed the guide, you will have gotten them all, but who follow guides, eh?

Charge Shot (mandatory)



First upgrade in the game. You will find it on your first run of the game, along the only path your can take. Allows you to charge your gun for extra damage to break some walls.

Charge Grip



In the room with the many pillars on the way to the button, you can fall down the one on the left, and hug the left wall until a secret opening leads the way to the upgrade. This upgrade allows you to not lose your charge when you are hit. Pretty neat.

Golden Sight




Charge Magnet




Go to the room on the left, and then break the wall with charge shot, kill the machine gun guy, and this upgrade it yours. It attracts all pick ups towards you. Like the big phase charge in this room.

Altered Shot



From the previous room, go right and up until you find an invisible hole to get this upgrade. It increases your damage to 1.5x. Yay!

Spin Dodge (mandatory)



You will get that once you activate the machine and go back to right side for the map, you will get this one. It's mandatory. You can now dodge in the air. And dodge on the ground. And get jump height. And go through beams. And... it's just the most versatile upgrade in the game.

Energy Claw (mandatory)

You get this one during the Griger battle. It allows you to hit things with a claw, giving up you extra jump height and break some doors.

Wall Run (mandator)



You get this one as a reward for the doing the best section of the game. AKA as the worst. It allows you to run on walls for a short while and reach new areas.

Mental Recovery



Just jump to your death in this area to get it. Shortens the charge time of vision when under 25%.

Speed Boost (mandatory)

You get this one right after fighting Solacia. It allows you to run fast and to climb up walls indefinitely. Which is used to escape the room where you get it.

Double Shot



Speed boosting from the top of the mountain into the sky will lead you to this small floating island. Increases your damage to 2x.

d#Z 5~qn. P (mandatory)

Virus module, corrupts your suit. Makes black squares of doom appear in some places. It's a trap, but it's mandatory to unlock the last ability.

Piercing Speed



Use the speed boost from a room under the left side of the mountain to reach this one. Allows you to break claw walls with your boost.

Heat Resist (mandatory)



Locked behind a vine that must be reached within 90 seconds and with more than two hearts. A real heart warmer, that one.

Vile Claw



Hidden in a wall in the heat cavern, broken by the claw. Allows your claws to break charge walls.

Virus Wipe and Strip Suit (mandatory)

Gotten as part of the last boss fight before the final boss. It removes the corruption in your suit and allows you to leave you suit on command by using the talk command.

Shell escape

Found after a endurance race with a ghosty thing in the sea area of the game. Can only be gotten by stripping the suit. It allows you to stripe your suit with the command input Claw + up, down, up. For those who don't like to go into the menu.
3.1 Cards (1 to 13)
Here's all the cards that can be found within the game. There are 24 of them in total, going from 1 to 25, with number 11 mysteriously not existing. This section will list all of them, in order

#1. Magoom



First card you will likely come across. (Other candidate for that title is #6). Initially impossible to get, once the platforms are active, you can time your jump to get to it. Later in the game, you can just use your natural mobility to hop there without activating the platforms.

#2. Ciurivy



Once you can get to the top of your ship, you can do a leap of faith to its right to find this hidden passage in the wall. In the next room, in yet another hidden passage, you find card #2.

#3 Smosey



This is the hardest card to get in the game, and can make or break a speedrun. It can be reached as soon as you get the air dodge ability, through a hidden passage in the Charge Beam room. However, it is better left to be picked up at the end of the game with all your abilities and a lot of hearts and vision.

I honestly have not found a way to reach it consistently. If anyone finds a way, please tell me. What I do is that I jump down from the top on the left side, try to get as close to the middle of the room as possible, and then button mash everything in the unlikely chance that I manage to hop off the ground after being hit by the laser. Once you manage to somehow walk on the wall, then it's easy to climb up to reach the card. You still want two hearts left at this point, because the only way I saw to leave this room is to fall down, dodge left at the bottom, and let yourself be hit by the laser. It's... yeah, quite the pain.

#4 Wavemoth



This one is easy, and can be picked up as soon as you reach Griger's base. Simply take the top right path, and in the room with the wavemoths, you can dodge jump to reach a hole in the celling. Or you can wait later in the game for the wall jump, making it trivial to reach. Card #4 waits for you in the next room.

#5 Midow



Another easy one. In the big room with all the lasers right to Griger's base, there's an exit on the right side that leads to this room. Card #5 is right there, waiting to be grabbed no effort. As an extra bonus, there is an opening on the right wall that allows you an alternate entrance into the #3 card room.

#6 Prittle



This is a bit trickier. On the way to the first code, you come across a room with lots of torns.To the right of that room is another room, with the card nestled at the end of a passage filled with thorns. You can reach that card on your first attempt in the game, but I suggest returning later with the air dodge. Makes it way easier to get.

#7 Sealime



This one is to the right of the ship. You see this tree? The left of which contains card #2? You need to use the speed boost to run up its surface to room a hidden room in the tree where card #7 waits for you.

#8 Toucade



You first need to reach the room where card #5 was, and you need to do it without triggering the first puzzle in the game, which can be done after Griger's base. With the dodge ability, you can go through the beam, and it you have the wall run ability, you can avoid all the enemies on the right. Then the card is right in the next room.

#9 Shaifi



This one can be easy, or hard. When you reach the sea, you can go down a shaft, avoid tons of enemies and reach card #9 laying there, and then climb back up. Or you can wait until you can leave your suit to swim through the opening at the bottom and reach it without a hassle. It's not like Shaifi are a real enemy anyway. There is no point to gaining double damage against them.

#10 Pengrunt



This one can be reached by getting into Griger's base without the machine ON. You can take the lower left path, and the laser won't be there to prevent you to go into the next room and grab card #10. As a bonus, the top of this room is link to the end of the lower right path.

#11 ???

This card, as far as we know, does not exist. If I had to make a guess, it could be a card for Wally, or Griger's smol form. Who knows.

#12 and #13: Cottospark and Cottocache



Big cloud and smol cloud are found together. How cute. You need the speed boost ability first. Then you can take the top left path into Griger's base, then past the door at the end, past the cliff next room, and then left again in the next room. Once there, you can kill the enemies, then gain enough speed to zip up the wall to the card's resting place. Also, this tunnel can be used as a shortcut to reach the back end of Griger's base. I never used that path, but it's there!
3.2 Cards (14 to 25)
#14 Drilbus



This is quite the well hidden card. Left to the ship, you will see this tree. It you wall jump at high as you can without using dodge, then jump up, then doge up the left side of some treetop, you will land into this tiny room. It will take a few attempt before you can get this tricky maneuver down.

#15 Jinveil



This card is over the sea on the left part of the map. Speed boost from the point on the picture, allowing you to walk onto the water, past a floating rock, then you can quickly turn around and dodge left onto the wall to climb up and grab this card.

#16 Royalrose



You will come across this card on the top part of the map. The only tricky part is that you need more than one heart to get to it, because the wall will eat one. Good thing there's also a heart pickup in this room.

#17 Rupo




This is one of the trickiest ones. You need to speed boost through the wall on the first picture. To do so, you can gain the boost by going as far right as you can in the enemy room without triggering the enemies, then speed boost up into the Orb B room. Then right before you reach the top of the wall, you jump right and jump again to climb up the right wall right wall. At the top, you jump and hold left, letting yourself fall right into the breakable wall. Then the card is yours! Phew!

#18 Froesburn



This card can be gotten from the right side of the mountain, where you can drop into a room in worm form. In the next room, fall into the first hole, hugging the right wall, until you fall on a floating rectangle. Then you can hop right and fall down right onto the card!

#19 Ghostily



This one will require good swimming skill. You need to reach the room filled with spike and race your way through it in worm form. Fun fun. You are rewarded with card #19 and an upgrade for your effort.

#20 Sherivice



This one is an easy grab when you find Sherivice. Enough said.

#21 Griger



You need to beat Griger without taking any damage. Better done with all your abilities.

#22 Solacia



You need to beat Solacia without taking any damage. Better done with all your abilities.

#23 Saleman



You need to reach this room with all the saves traversed in one playthrough. It is pretty much the ultimate card. It makes the final boss twice as easy.

#24 Oracle



This is easy to miss. It's on a hidden notch on top of the Orb D room.

#25 Oracle-L



Once you get worm form, just crawl under the ship to reach this one.
18 Comments
Jamic 9 Dec, 2024 @ 11:38am 
Thanks a lot but it would be even better with screenshots of the map.
rubikaz 28 Nov, 2024 @ 8:00pm 
How to get the third card. Charge shot. Jump down from the top left, press right, fire the charged shot down to avoid the laser, and then press dodge and jump (+up and left) and star running the interior left wall
Drawoon 24 Aug, 2023 @ 3:54pm 
nevermind, I looked at a speedrun and figured out when he's vulnerable, and how to avoid his attacks. He is indeed not so bad.
Drawoon 14 Aug, 2023 @ 4:18pm 
"You should have all hearts and 3 vision upgrades, so this boss is not so bad"
Holy cow mydude. Not so bad? It's brutal! I have all upgrades, all collectibles, even his card and I still can't beat him.
Drawoon 14 Aug, 2023 @ 4:13pm 
Vile Claw is there for me. You just need to break a wall to get it. It's not visible at all until you break the wall.

Also, phys includes the cards. You won't get phys 100% unless you get every card in one run I think.
Karones 11 Nov, 2021 @ 7:57pm 
Vile claw seems to no longer be there, weirdly enough, the game shows info 98% and phys 53% after following the guide for all the upgrades and cards, on a timeline with everything.
cbrinkmann1981 6 Apr, 2021 @ 4:42pm 
Also, screenshots of the map grid you're currently in would be a huge help.

Love the guide.
cbrinkmann1981 6 Apr, 2021 @ 4:37pm 
"This one will require good swimming skill."

Yeah - THAT'S an understatement.

More like "absolutely perfect swimming skill."

Love this guide, but you seriously undersell just how infuriatingly precise you have to be to get through this section. A teensy little overcorrection, YOU'RE DEAD. You go just a teensy bit slower, the ghost hits you and YOU'RE DEAD. You rewind, YOU'RE DEAD. You rewind and push a direction and the game slams you into a wall of spikes or changes your direction because there's no way to fine tune things (certainly not in the tenths of seconds you have to make each unwaveringly perfect manuever.)
Mazzle Dazzle 19 Mar, 2021 @ 8:26pm 
I was able to get smosey consistently. You jump off the left side and hold right. Then you press dodge, up left and hold jump. You'll catch onto the right side of the pillar and start running full tilt up the wall, then you jump off and land on the other wall to finish your ascent and get the card.
CaptainDapper 6 Sep, 2020 @ 1:09pm 
Also, under 10th run, " If you go left from the start and stay on the upper path" should say "If you go RIGHT from the start..."