Don’t let Elden Ring play keep away forever. Elden Ring is diabolical. After dying to a boss, as is the custom of these games, you’re taken away to the Cave of Knowledge. This is the tutorial cave, and if you turn around where you first spawn, you’ll see an item on a dead body that’s just out of reach.
There’s no way to get it, no matter how much you search the cave. The only way to grab this rare treasure is by exploring far outside the Stranded Graveyard. To help sate your curiosity, we finally found how to get this thing. It only took a hundred hours of playing. More Elden Ring guides: 10 Tips You Need Early | 12 Useful Items To Get First | 16 Best Optional Areas | First Shardbearer | Walkthrought Pt.1 | Unlock Raya Lucaria | Walkthrought Pt.2 | Great Lift of Dectus | Walkthrough Pt.3 | Margit, The Fell Omen Boss Guide | Godrick, The Grafted Boss Guide | Rennala, Queen of the Full Moon Boss Guide | Starscourge Radahn Boss Guide | Godfrey, First Elden Lord Boss Guide | Morgott, Omen King Boss Guide | Fire Giant Bos Guide | How To Find Rykard, Lord of Blasphemy | How To Find Malenia, Blade of Miquella | Malenia, Blade of Miquella Boss Guide | How To Find Mohg, Lord of Blood | How To Find Dragonlord Placidusax | Frenzied Flame Ending Guide | Age of the Stars Ending Guide How To Get The Cave Of Knowledge Secret Item | Haligdrake Talisman Guide To get the impossible-to-reach item in the Cave of Knowledge — the tutorial cave — you’ll need to acquire your mount Torrent,
Once you’ve got a mount (which you’ll gain when you visit the Gatefront Ruins to the north of the Stranded Graveyard) you can reach the hidden path to this very hidden item.
Travel southeast from the Stranded Graveyard and locate the Seaside Ruins site of grace. Nearby, look down from the ledge — there’s a grassy ledge you can only jump down to with your mount and the double-jump.Travel slightly to the north then jump down onto the highest rock — you’ll have to double-jump while falling to survive the fall.Look down where you land — there’s a stone platform below. Drop down onto it, then double-jump across to the adjacent stone platform. Now you can finally carefully double-jump down to reach the secluded beach.
Now that we’re on the beach, we can access the secret item. Enter the nearby cave (marked with a glowing light) and enter to collect the Haligdrake Talisman, This talisman gives you additional damage negation against Holy Damage — useful for any servants of the Golden Order.
The beach is guarded by a very powerful patrolling enemy, so if you’re exploring this area early in the game, steer clear of the tall pale guy near the ruins archway. When you’re ready to leave, hop on your mount and ride the gust of wind out of here. After 100+ hours, I never explored this beach. There’s no reason not to do it right away.
More Elden Ring guides: How To Find Ancestor Spirit | How To Enter Nokron, Eternal City | How To Enter Lake Of Rot | How To Find Lichdragon Fortissax | How To Duplicate Remembrance | Stonesword Keys Locations | Regenerating HP Talisman Location | How To Customize Your Character | How To Respec | How To Unlock Ash Spirit Attunement | How To Transmogrify Into Objects | How To Reset NPC Aggression | How To Get The Clawmark Seal Talisman Early | How To Begin The Black Knife Secret Quest | How To Join Volcano Manor Covenant | How To Return To The Chapel of Anticipation | How To Get The Moonlight Greatsword | How To Farm Runes Fast | How To Get The Best Spirit Ash | Capitol “Regression” Puzzle Solution
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How do I get the item in cave of knowledge?
You’ll need your mount Torrent to collect the unobtainable item in the Cave of Knowledge aka the tutorial cave. You may reach the hidden road once you have a mount which you can get when you visit the Gatefront Ruins to the north of the Stranded Graveyard.
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Do you get anything from the cave of knowledge?
The Cave of Knowledge Walkthrough – Dropping down into the cave below, you’ll get a primer on how to use items – remember that in addition to the items you can cycle through on your D-Pad, you can also assign items to a quick slot. advertisement Just ahead is the Cave of Knowledge Site of Grace, which serves as a bonfire of sorts in Elden Ring.
Resting at these refills your health and FP flasks, resurrects most defeated enemies, and allows you to assign magic spells, and search your storage. New to Elden Ring – you can also change the time of day and equip new weapon skills and scaling properties by collecting Ashes of War. Not far past the Site of Grace are some fairly docile enemies you can test out either magic or melee, as well as locking on and strafing around targets.
After killing them, the path will lead upwards, and you’ll be able to jump at will to climb the steps to a larger cavern. An enemy above may try to take potshots at you, and you can either fire back with magic or move ahead to get out of range for now.
- Past the large cavern is another shielded enemy that may signal a good time to try switching up tactics, including swapping weapons, and shifting into a two-handed stance.
- This can be done by pressing Triangle/Y and either R1 or L1.
- Using weapons in a two-handed stances can give you a lot more offensive power, bashing through hardened defenses, and sometimes it can even pierce the hide of tough enemies that may cause one-handed weapons to bounce off! Wielding a weapon in two hands is also the best way to enact Weapon Skills – each weapon comes with a default skill that can enhance your abilities in exchange for FP, and these can often be customized for each weapon as you find Ashes of War.
After clearing out a few more undead, you’ll move across the bridge where the soldier from earlier was hounding you, and the path will lead to a large cave filled with foliage. This is a good place to test out the new stealth mechanic. Though the act itself isn’t too complex, it allows you to crouch down and make less noise to sneak up on enemies, or move unseen through dense underbrush or plants, allowing you to choose when to unleash a sneak attack from behind for extra damage, or escape undetected.
Further up, you’ll get the chance to try out charging up attacks either on the ground or when jumping to put additional force behind your attack – which can be perfect for breaking the stance of an enemy, and allowing you to follow up close with a critical strike. In the room beyond, you’ll find a Stake of Marika.
These serve as pseudo respawn points in place of a Site of Grace. This means upon death, you can choose to return to the last site of grace you died at, or a Stakes of Marika that may be much closer to where you died. However, the Stakes can’t be rested at nor can you use any of the features the Sites of Grace have, so you’ll have to choose wisely.
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How do I get the bucket in the cave?
Museum – The Cave Wiki Guide – IGN The Time Traveler’s Quest in The Cave is all about shifting between the past, the present and the future to basically kill a line of people. The Time Traveler wants to be the best employee of all time instead of the guy that is standing on the desk in the future.
- To get this whole thing going all you have to do is go up the first ladder once you get into the area.
- Head to the left and there will be a fuse box.
- Move the rock so you can get to the fuse.
- Remember this area because you will have to come back here.
- Once you have the fuse head down back to the start.
- Then the next ladder over should go down.
Head down to this part, and drop the fuse into the open slot. Now the time machine will be working and the fun can begin. advertisement Killing the dinosaur in the Time Traveler’s Quest is a multiple stepped process. The first step is to make sure that all three of your characters can time travel.
To do this, take the time traveler back to the past through the time machine. Head up to the area where you first got the fuse from. It is up an upwards ladder very close to the time machine. When you get into that room, there will be a block that you can push or pull, just like you did to jump up to the fuse box in the present.
Pull that rock to the right until it stops the water dripping from the ceiling. This will make it so the rocks don’t form that blocked your characters in the present and now they can get to the time machine. Take one of your other characters into the future.
- From there go right, past the two ladders we have been using and go down the next ladder.
- Continue down and to the left.
- Eventually you will get to a gap and a ladder downwards that is just to the left of the gap.
- Go down that ladder and head to the right.
- There will be an exhibit that makes you smell like a dinosaur.
Hit the button to smell like the dinosaur and then head back to the time machine. Join the Time Traveler in the past. Take the Time Traveler, and your character that smells like a dinosaur, back to that exact same room that had the exhibit that made the character smell like a dinosaur while you are now in the past (the room that has a gap and a ladder going downwards from above).
- Now that you are back in that area, take the Time Traveler to the left and you will see a cave man trying to make a wheel.
- Leave her there.
- Take the character that smells like a dinosaur down the ladder.
- When you go to the right there will be a sleeping dinosaur.
- The dinosaur will wake up when it smells you.
Head to the left and make it chase you until it is standing underneath the gap. Switch to the Time Traveler, and have her push the misshapen wheel to the right. It will drop down on the dinosaurs head and it will die. Grabbing the oil in the Time Traveler’s Quest is a little bit tricky.
- For the first part, keep the time traveler in the past and head all the way to the right of this area.
- You will see a rock on a slope that is blocking water like in the picture above.
- Push the rock to the right, holding on to the action button and switch to a different character.
- Now take any one of your characters to this same spot in the present and in the future.
For the character that is in the present there will now be a well. Hold the action button and the character will pull up the well and a bucket will be on the end of the sting. While holding the action button on that character, switch to the character you have that is in the future.
- Now that there has been a well, and the well string has been pulled up, this same spot in the future will have a bucket as an exhibit.
- Grab this bucket and head down to the exhibit that makes you stink like a dinosaur.
- You will notice that where you killed the dinosaur, there is now a puddle of oil.
- Grab up that puddle of oil with the bucket and head back to the employee desk.
Getting the wheel in the Time Traveler’s Quest is now pretty easy if you have followed the above steps. If you have the oil in the bucket and are good to go, keep reading. If you haven’t gotten the oil or killed the dinosaur, please look to the two sections above.
- Alright, take the oil to the employee desk.
- Directly to the right of that will be a combustion engine and an elevator.
- Put the oil in the combustion engine and then take the elevator up.
- There will be a wheel up there.
- Now it just becomes a pushing game.
- Push the wheel onto the elevator and ride it down.
Then push the wheel to the time machine (to the left). Hit the time machine and bring the wheel into the past. From here, push the wheel to the right until it falls off of a ridge. The cave man will fall in love with the wheel and go stand by it. Take your character to the left where the cave man was sculpting misshapen wheels.
- Push the rock to the right and boom; it will hit the cave man on the head.
- Now that the caveman is dead you can take the Time Traveler back to the future.
- She will now be the best employee of all time instead of the other guy.
- This means you can now grab anything you want in the future museum.
- You have probably passed the big key that they called the wrong name that is to the right and downward from the employee desk.
Now that you are the best employee, you can grab the key. Take the key into the present through the time machine and then you will be able to exit the area through the door.
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What do you get from gaol cave?
Dungeon Walkthrough – Right off the bat, there will be a treasure chest inside the cave by the Site of Grace. This isn’t a trap chest. It contains a Rune Arc,
You’ll then enter a room with one rat and a Golden Rune (2), There’s nothing else to do here but continue forward.
This next room will have a rat that has a chance of dropping a Rune Arc upon defeat. The gaol door across from you can be opened later as a shortcut but, for now, you’ll have to head right.
The end of this tunnel will have a trap floor that will collapse under you.
You may see bloodstains here and hear terrifying noises, but as you may have noticed, this cave is harmless. For now, anyway. All enemies are locked behind the gaol cells, You’ll notice some items in the cells as well. You’ll be able to get them later. You can take out some of the enemies now by whacking the cell doors.
Note the door to the right in this next room. It can be opened as a shortcut later. Continue forward and jump down the ledge. Vulgar Militiamen will immediately attack from your left and right. Again, because all the cells are locked, there is only one way you’re able to go. Continue left.
You’ll have to walk down a long and empty tunnel. Note that the second cell on your left-hand side will have three items inside it. Two of those items are the Wakizashi katana and a Stonesword Key, You’ll be able to collect them later.
At the end of the tunnel, to your left will be two Militiamen guarding a fenced-off area. You must head right.
At the end of the tunnel, there will be a giant mother rat with her babies guarding a Golden Rune (4) and Turtle Neck Meat to your left. To the right is a ramp upward, leading to a shortcut and lever. Just above the ramp are poisonous traps.
Two Militiamen will be in this next room with their backs turned, giving you a chance to sneak by. The treasure chest across the room contains a Somber Smithing Stone (5), The door to the left of the chest can be opened to create a shortcut back around. Up the stairs, you’ll find a lever.
This lever will open every single gaol cell in the dungeon, releasing inflamed corpses to wander. These guys are pretty slow and easy to take down. Be wary of ones that start to expand in size, as they will explode once big enough. Now that you’ve unlocked all the cells, you can backtrack through the entire cave for the sake of looting the cells.
Golden Rune (2)-(4) Old Fang x5 Pillory Shield Stonesword Key Wakizashi sword
To find the boss in this dungeon, return to where the two Militiamen were guarding a fenced-off area, This area will now be opened. You’ll find a Golden Rune (4) in here and Rainbow Stones, In the right-hand corner of this room, there will be wooden planks that you can roll through or attack to break.
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What do you get from Rogier quest?
How to start Rogier’s quest in Elden Ring – Rogier’s quest begins when you first meet him in the Stormveil Castle chapel. Speak with him to learn about his mission and the plight of Tarnished with no guiding Grace, then continue clearing the dungeon. Rogier turns up at Roundtable Hold after you defeat Godrick the Grafted, on the balcony overlooking the hall where you fight Alberich.
If you want to learn the lore behind the Elden Ring’s shattering, don’t speak with Ranni the witch before talking to Rogier again, or he’ll die before the quest finishes, There is no benefit we’ve yet found to keeping Rogier alive aside from the lore, though. If you spoke to Ranni before delivering the Glyph to Rogier and he dies, you can loot his body at the Hold for a full set of Rogier armor, a unique Bell Bearing for the Twin Husks, and a letter telling you where to find D’s brother for Fia’s quest.
Upon speaking with him if he’s alive, Rogier gives you Rogier’s Rapier +8, a magic sword with the Carian Phalanx Ash of War built in. Exhaust his dialogue options, and fast travel back to the Liftside Site of Grace in Stormveil Castle.
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Do you sacrifice Melina?
Can You Save Melina in Elden Ring? – During regular playthroughs, Melina the Kindling Maiden makes her way to the Mountaintops of the Giants to be sacrificed and ignite the Erdtree. While this noble deed helps the Tarnished progress further, her storyline ends there, and you will have to carry on unaccompanied until the end.
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How do you get money fast in cave digger?
The quickest way to get a lot of money, is to get the laser cannon (80k). The first gold statue you see, there is a relic vault there. When you get the laser cannon, go to this relic vault, and blast it open. You’ll get 7k minimum or more. Once it’s cleared out, hit your Xbox home, force quit the game, and then restart.
- Go back to train, takes a minute to get back to the relic vault, rinse and repeat.
- You should be able to get 100k+ in an hour with this method.
- You can also upgrade your bank.
- Level 1 is 15%, level 2 is 30% more money that you collect.
- Don’t waste money on any of the building upgrades (unless it’s the bank), as they don’t give you anything.
The sheriffs office gives you a contract, but its a waste of time.
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How do you fully explore the sinkhole cave?
Cave 7 – Chasm Cave | |
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Description | |
Official Names | Chasm Cave |
Player Given Names | Cave 7 |
Added in | v0.01 |
The accessible entrance to Cave 7 (squeeze-in) can be found after crossing the northern-most land bridge connecting the peninsula to the mountains. It is the most difficult cave in terms of length, complexity, navigation, and number/types of enemies present.
The cave contains a minimum of 6 creepy mutants, including Armsies, Virginias, and Mutant Babies, some of which are of the blue variety. It also contains over approximately 23 regular cannibals and several babies, In order to fully explore the cave, the player will need the climbing axe and the rebreather, along with some sort of explosives,
This cave should not be attempted without being fully supplied and stocked, due to its difficulty and length. This cave also opens up into the side of the sinkhole via a set of stone doors, This is the “intended” path for players to reach the bottom of the sinkhole, as it may be more reliable and safe to pass through Cave 7, rather than employing alternative methods (e.g., sliding/climbing down the sinkhole walls or building a staircase).
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How do you get into Cave 9?
Cave 9 – Ledge Cave | |
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Description | |
Official Names | Ledge Cave |
Player Given Names | Cave 9 |
Added in | v0.19 |
There are two main entrances to Cave 9, as well as two other entrances both placed on the same ledge in the Sinkhole, In the most southern part, there is a wall that can be blown up in order to grant access to Cave 1 – Dead Cave, Multiple walls in Cave 9 can only be scaled with the Climbing Axe, which is found near the center.
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What loot is in the cliff bottom catacombs?
Cliffbottom Catacombs location – Image: FromSoftware/Bandai Namco via Polygon The Cliffbottom Catacombs are located in the southwestern portion of, Your adversaries are numerous Imps and Ogres, along with an Erdtree Burial Watchdog at the end.
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What items are in each cave the forest?
What to Expect –
Caves usually have an abundance of supplies scattered about (such as,,,,,,, etc ), most of which respawn upon going through any cave entrance. Thus, the player may often end up leaving better-stocked than when they went in.
The caves are mostly pitch black (with the exception of scattered skull lamps and luminescent formations), requiring the player to use a light source such as the,, or a tool wrapped in cloth (the best being the “”, with by far the longest burn time 4 min) Except for lighting a burning arrow, which for some reason never goes out. Tip: Adjusting the game’s color settings to a lighter scheme such as “Modern” or increasing gamma may help a lot with this.
Some of the caves have save points in the form of orange tents left by previous spelunkers, and the player can build disposable leaf shelters in emergencies.
Unless it is broad daylight outside, touching in caves will usually result in the “” status condition.
Many of the most disturbing scenes to be uncovered in the Forest are within the caves.
In older versions, rain above ground affected much of the cave system, often soaking the player and putting out their torches for no apparent reason. This was fixed in,
Version | Changes |
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Fixed several cases of sunlight leaking into caves when it shouldn’t | |
Fixed bug where you could fall out of cave entrance near end of game if crouching when entering | |
Hellcaves – polish and fixes. New corridor layout added to cavern room
New underwater lake refraction visuals! And fixed looking up in cave water and seeing only black. Scene now correctly refracted! Old suitcases in caves can now be broken Player can no longer save while doing other actions like entering caves or climbing ropes Player collect and switch clothing system. You can now find specific colored suitcases in the world which have outfits you can change into. Some caves and specific locations have unique outfits. Fixed grade contrast for caves and nighttime |
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Fixed caves not loading properly in some old save files Fixed walking in and out of endgame entrance breaking lighting in caves | |
Fixed enter cave icons visible when already entering an underwater swim cave
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Turned down intensity of cave worms Fixed a case of getting cold in caves due to rain outside Fixed enemies not drowning for clients in caves while host is in overworld Fixed enemies not positioned on ceiling correctly in caves | |
Adjusted timing of load when exiting a climb out cave to reduce visible pop in of trees (Performance)Improved cpu performance when loading into cave reducing the amount of stutters Water based cave entrances now have an enter/exit system similar to land based entrances Fixed enemies sometimes falling asleep in front of the player while in caves | |
Caves – Added save tent towards end of game (Performance) Far shadows are now always disabled while in caves | |
Added a fail safe when loading a save saying player is in caves to ensure he is actually above terrain, this should work around rare/edge cases or bugs that could lead to save with the wrong in-cave data and wrongly drop player below terrain upon loading the save Fixed some cave holes and some cave pop in issues Fixed rocks spawning above cave entrances Caves – most hanging bodies now have blood when hit | |
Caves- replaced old bloody tables with new models Caves- fixed some buggy swim areas Fixed game crashing while in caves sometimes if progressing through and not killing enemies Fixed player getting cold and wet from rain while in caves (optimization)Animals in the overworld are now properly despawned when entering caves | |
Fixed a case of prefab bundle loader going on and off quickly when placed as greeble creating several routines for a single object and causing the bundle to end up unloaded automatically after finishing loader as if unused (would result in some items not appearing when they should such as types of corpses in caves) Fixed player camera breaking if taking damage during hanging in cave cutscene Gardens created in caves now have the option to plant mushrooms instead of seeds. Improved cave wall collision accuracy | |
Explore Hanging cave task is now made available when going through the main entrance instead of after the hanging cutscene Revamped cave exploration tasks, instead of being based of invisible triggers it is now based on revealed map areas, which should make cave exploration tasks clearer and the spelunker achievement possible without cheats Caves- fixed player head intersecting with Climb walls | |
Fixed some small holes in caves | |
It is no longer possible to grow plants in garden while in caves (Caves)Fixed a couple areas you could get stuck in in the stalactite room and cavern room (Caves)Fixed water zone in stalactite room | |
Suitcases no longer disappear when host is in cave and clients out Fixed right hand equipped item reverting to default weapon when passing through non rope caves entrances | |
Caves – Updated icons for cave entrances | |
Caves – Fixed some misaligned rocks | |
Added new rain refractive particle, and new cave drips Fixed some rocks around cave entrances being climbable with climbing axe Enemies will now react to seeing the players torch light at night and in caves | |
Caves – new waterfalls added Fixed some more climb down areas in caves with wrong lod setting/popping off too soon Audio – Hitting rocks in caves now has reverberation Audio – Cave Reverberation made less bass heavy | |
Fixed enemies not spawning in caves if client loaded into a cave with host being outside in the overworld Caves- fixed some cave areas where players can fall through collision Fixed hole in title scene cave walls visible on ultra wide monitors | |
Fixed saving & loading exploded rocks walls in caves Added more cave fish to cave water zones Caves – fixed some small holes/gaps | |
Fixed bug with some caves not loading in saved games for clients | |
Fixed some cave shimmy areas set to wrong scale and not functioning correctly as a result Fixed some crates in caves not breakable or breaking at the wrong scale/wrong position when hit (Audio) Tuned sinkhole ambience to increase volume on cave exits into sinkhole area Caves: Fixed spawn sticks often intersecting rocks and positioned incorrectly Caves: Removed old purse model Fixed loading a save outside of caves but in sinkhole not enabling cave grounds properly | |
Fixed some missing collision in some caves Fixed flintlock gun smoke appearing overly bright in shadows or in caves (Audio) Fixed clients loading in caves sometimes not having any cave audio effects Caves – Removed unusable climbing wall leading down to stash room Fixed light changing on cave ground after opening big door Removed old stalactite model from caves | |
Fixed a bug with using ropes to enter/exit caves that was caused by some of the new cave memory optimizations Fixed a bug with some cave rocks not appearing in some sections of caves | |
Fixed entering caves through rope entrance sometimes bringing player back up in world Lighter now stays equipped when entering and exiting caves (Performance) Now unloading asset memory when exiting caves to help on systems which are short on RAM New drawings and story items added near red paint locations in caves and overworld The door at the bottom of the sinkhole cave is now openable (if you have the keycard) | |
Creepy mutants now try to avoid following players down narrow passages inside caves | |
Ammo pickup added and added to cave spots Red paint – added more buckets to world and in caves. These can now be worn by players to scare off enemies, or have enemies pray to you. New photo pickups showing location to hidden caches added around world and especially in caves New cave paintings added to some cave story spots | |
Increased view distance on some cave climb down areas/surrounding rocks Fixed creepy mutants sometimes running away from player when in shallow water inside caves Caves- fixed angled magazines on cave floors Caves – removed old map pick up Fixed cave fires incorrectly rotated | |
Fixed a.i issue with enemies in caves sometimes not attacking players Fixed some cases of buildings placing bellow terrain while player isn’t in caves | |
Procedural Floor/Walkway swap system can no longer place walkway below terrain when not in caves Caves – Fixed some small holes and gaps in some caves | |
(Performance) Fixed star system having high CPU usage when in caves Fixed some cave entrances popping on too close (Performance) Turned off some additional cave floors that were on even when player was above ground New bloody gore cave models added | |
Fixed cave climbing axe not functioning | |
(Audio) Fixed cave footsteps playing on terrain footsteps instead of on rock footsteps Caves – better collision on curved rock wall | |
Caves – better collision on rockground rock type | |
Fixed cave waterfalls missing flowing water effect making them dark/hard to see | |
Fixed being able to pass through the edges of some cave entrances Caves – reachable skull lamps now all dynamic Caves – thicker collision on cave entrances Fixed book tabs not having sheen effect when player is in cave | |
Fixed player view sometimes becoming misaligned after entering cave doors | |
(Performance) Fixed high physics cost from sound detection system when moving around in caves Fixed thrown spear sometimes passing through cave rocks and other objects Fixed some items missing in some cave greebles causing performance to tank due to errors Overlay icons are now visible from either cave or outside world when located within sinkhole area (ie: in MP you don’t need to be in caves to see the marker indicating backpack location) | |
Fixed missing louis crate in caves, and made breakable – now contains cloth inside and made new model/textures | |
Fixed creepy mutants not breaking apart stalagmites inside caves You will now only get cold in cave water if you stay swimming in it for 12seconds or more Audio – Bats exiting caves will now play multiple squeals and squeaks Audio – added new distant cave variations to various caves Added small rock pickups to caves to aid with stealth (hint: try throwing them as a distraction) Removed loose sodas and cash pickups from caves, instead these are found on bodies, under bodies, or in suitcases/crates Added more fat mutants to caves Replaced granite cave rock material with mineral rock material Caves- Fix for door popping in inside the sinkhole. Updated enemy cave layout to have more difficult enemies in later caves Caves – replaced old skull lamps with dynamic versions Caves- added more save tents deeper inside caves Caves- adjusted tennis player lod so they don’t pop on Audio – Increased Bats flying out of caves sound Audio – Fixed missing sound effect for cave door in sinkhole Caves – Better collision on main cave rocks Increased quality of collision detection of flare gun flares so they work better in caves Caves – work on badly placed stalagmites Caves – brighter bible textures Caves – fixed some rock textures Caves – removed bone texture from timmy drawings room Caves – brighter lamps Fixed cave mutants when feeding on limbs sometimes not being alerted to nearby player (particles) Improved look of flies (made darker, especially in caves) | |
Broken stalagmites should now react to cave floors instead of falling through them Having a burning weapon in right hand now counts as a light in regards of the equip light tutorial in caves Ripped Practical Caver magazine version for survival book notes section Caves – adjusted some misaligned rocks in sinkhole Caves – Fixed various rock scale issues Improved sinkhole cave door textures | |
(audio)Fixed missing cave water splatter sound effect Opened up blocking to cave system at bottom of sinkhole! Fixed cave map clipping through legs while crouch walking | |
Fixed cave map sometimes not loading correctly Fixed playing in vegan mode clearing out caves for good (not retroactive) Caves – loose heads and headless body now have sound if you hit them. Caves – Bloody table and robot toy part are now dynamic | |
(Audio) Caves – fixed footstep sounds in caves (Performance) Reduced memory allocations of cave map revealing system Fixed cave mutants sometimes spawning in very close to player State of cave enemy encounters are now saved! Instead of all the mutants respawning when you re-enter a cave. Fixed entering cave sometimes breaking if player was blocking while entering | |
Caves- rock clumps replaced with small cave rocks New art added: small cave rocks | |
Fixed player getting stuck if taking damage while entering/exiting a cave Fixed logs dropped in caves spawning above terrain | |
Removed floating stalactites from Cannibal Village cave entrance. | |
Collision added to cave door pedestal | |
New “Sanity” system. Sanity goes down when killing an enemy, chopping limbs, a lot when eating an enemy and slowly while in caves. Sanity goes up when sleeping, listening to music, eating fresh non limb meat and slowly while restoring energy on bench. Viewable in stats page of book. Fixed some instances of rocks floating and some cave models poking through into terrain More bats added to caves Water areas added to cave map New slide into cave system added to cave entrances! Fixed areas in caves where thin lines of light were coming in from above Fixed some issues with cave particles flickering off based on camera angle | |
Fixed cave map not loading correctly when save was done in the outside world | |
Fixed Cave Map not restoring map properly after loading a saved game (Optimization) Improved performance of cave shadow blockers, and rendering on cave wood panels when not in cave World mutants no longer instantly despawn when entering a cave Cave map pickup no longer unequips after a few seconds when picked up Fixed missing “Lighter” action icon during cave hanging scene | |
New item: Cave map ! Once found, visit cave system to reveal it. Replaces piece together map. Sleeping bag models added to caves Hanging body models in caves moved down to stop wobbling 4 types of large cave stalagmites can now be smashed apart | |
(balance) Pale mutants are now more aggressive when outside of caves New item type: Yellow cave crate containing flares Fixed some breakable wood planks in caves not being breakable Fixed an issue where lower half of screen could be black after after loading a game in caves New sinkhole interior art added – along with enemies – sinkhole can now be accessed via lowest cave You can now save/Sleep at the tents in world and in caves! Cave props – blue buckets and cut old arms are now dynamic and pushable Removed shiny cave debris Less body part debris in caves Rope layer changed so you can see it from further away in caves Improved look of cave water and fixed sharp edge/white outline around cave water | |
Player will now find themselves hung upside down when waking up in cave and will need to cut themselves free (audio) Fixed inaudible drop sound on pre-placed dead mutant bodies. Fixed bat exit cave sound inaudible. New enemy behaviour – mutants can sometimes be seen feeding on body parts in caves! Fixed weapon fire light having a really big range and lighting up entirety of caves! Updated enemy cave layout in some caves Improved some areas of cave collision to stop feet poking through Improved cave reflection cube map for underground lakes New cave art added: Stalagmites and stalactite types Player no longer gets cold immediately when entering water at night or in caves, instead there is a chance it happens over time when water level is above ankles | |
(Audio) Added moaning wind ambient SFX to cave entrances and built structures New cave tileable wall textures added New cave ceiling textures added Arrows now go through cave doors and can stick to terrain behind ! Fixed lighter tut coming up in caves while underwater Improved cave water shader – now easier to see, better reflection and better clearer refractions | |
Improved look of pale cave mutants (resculpted normal map) Wood planks in caves can now be blown up with explosives mall material tweaks: Darkened cave entrances to match albedo of surrounding rocks, brightened ghost experimental material to make it easier to see during day, tweaked clouds, fixed sheen on raft rowing stick, tweaks to plants material/spec settings. Improved look of held molotov. Improved shading on dead sharks and live sharks. | |
New cave floor variation type added Improved look/layout of cave entrances | |
Tennis team – improved visuals, added detail maps and better shading. moved to hidden position in caves Fixed issue when exiting/entering caves causing massive fps drop Fixed cold damage message staying up after dying in caves while it was up Increased LOD range in caves Fixed body parts still sometimes falling through caves when cut Fixed missing cave nav mesh (audio) improved waterfall sounds and range and positioned on outside falls along with in caves Fixed player sometimes not jumping when trying to get out of cave water | |
Fixed bug where breaking cave wood doors would give you leaves and play hit plant sound effect. better combat layout throughout cave systems fixed animation popping on mutants when sleeping in a cave and near edge of screen New cave grounds! New cave walls New cave wall shader with running water! Fixed bunch of overlapping cave shadow objects Fixed cave lights popping on/off too soon Cave ambient fill lights added in cave holes Forced volume light occlusion to take caves into account Fog will now slowly fade away if player is inside a cave Fixed cut arms falling through cave meshes Fixed bug where falling off some fishing stands would cause player to wake up in cave but not be able to swing axe Fixed rope bottom trigger position in caves (not retro active) Circled map cave entrances to make them more clear, and made crosses to blow up caches smaller New surprise weapon added. look for some dead tourists in front of a cave. | |
New mutant type “pale skinny” added to caves Shadows now fade off to darkness when player is in a cave, and fade to bright when not in a cave Sun/Moon are no longer faded out when in caves – making transition from outside to caves more natural and allowing light to bleed in from outside Cave combat layout tweaks for balance Balance – removed rebreather pickups from overworld, can now only be found in cave location. Modern axe removed from yacht. Air canister added to yacht location. Removed old axe in wooden door at cave entrance. Removed lights from cave hats. Cave mutants can be found sleeping on the ceiling again | |
Slight fill light added when holding torch (should make held items better visible in caves) Higher chance of seeing enemies pray/feed/mourn/place art near villages and cave entrances Improved water trigger validation to prevent cases of swimming in random location in cave after having a lag spike when exiting water | |
A.i./pacing tweaks. Removed a delay before enemies start populating world. In overworld, enemies will sleep at villages and cave entrances during day, whilst some will patrol world. On dark, all mutants become active. At dawn some mutants will run back to villages to sleep and others will continue patrolling world Added waypoint system for cave mutants, instead of sleeping some cave mutants will patrol between set points | |
Fixed loading a game that was saved inside a cave (not retroactive) | |
New art added: Cave in model (used to block dead ends in caves) Increased cave ambient leak in lights, and added extra ambient lights to caves Cave lighting tweaked/improved Partially below terrain Foundations no longer go all the way down to the cave below and end up being very expensive Object sheen now only visible if there is some ambient light hitting object (won’t make cave’s look like disco’s) | |
Fixed bug where cave props could stream into scene multiple times if you quickly went in/out of a cave Fixed sparkly disco looking cave floors if bloom was enabled Fixed rock type in cave with no textures | |
player will now see himself briefly dragged away into a cave when knocked out but not killed. | |
Collision fixes/improvements for caves New item/weapon added: Climbing axe! (check caves!) New art added: terrified skeletons (check deep caves) New art added: (removed*SPOILER* – Check deep caves) New system added (rough) Player point at map. When holding map in cave player will point to his current rough location Drowning now causes instant death, without respawn in cave | |
Cave stalagmites now have collision Home & yellow hammer overlay icons now disabled while in caves Improved cave physics use – which was causing some major performance issues even outside caves. | |
Removed starfish from caves and other strange places. Will now only appear on beach. Birds are no longer active while inside a cave | |
(performance) Optimized collision on cave wall chunks Entering water in caves will now make player cold. (Hint: Build a fire to warm up) Fixed missing material cave dead ground Rock and stick pickups added to caves, along with some new body parts (audio) cave rock sound will now correctly play when walking in caves Added more stick, rock and cash pickups to caves You can now build structures inside caves (although fires are most practical) | |
Fixed issue where cave reverb would continue to distort sounds after dying and starting a new game | |
Audio – new cave sound effects added Audio – Improved cave ambient audio fade out zones Audio – Reverb added to cave sound effects Audio – Lowered chance to cave combat music playing Pale cave enemies faster, more health and increased hit damage | |
Tweaked enemy density in caves Improved ambient audio zones and fixed outside sounds continuing to play when inside a cave Improved cave audio ambience Improved transition from cannibal village hole to caves using new generic rock chunks Removed cave beach entrances -replaced with rope climb out areas in lower caves fixing issues with entering caves near ocean New art for (some) cave stalagmites and stalactites New creature added! – Check the caves. New art added for some of the cave entrances | |
Cassette tapes are now pickups and have unique names/info in inventory. Search caves and other areas to find them. Axe added to blocked cave room New art added, cave explorer bloated | |
New cave explorer model added to cave (hanging) New cave explorer model added (crushed) Removed deeper cave dead positions. Waking up in cave will now always be reasonably close to surface Less blue enemies in upper parts of caves Cave lakes, collision,lighting and layout improvements | |
Cave’s now only contain blue skinned enemies and distorted mutants Fixed bug where day count could change when entering/exiting caves | |
New improved cave drips and cave wind sound effects Cave ambient track added | |
Lots of collision issues fixed in caves Improved cave lighting! Better looking settings for skull lights and less light popping on/off Fixed issue where cave sounds would sometimes vanish when walking between connecting caves Fixed glitch in cave where players could fall through ground New cave prop added : Mining hat with light Improved cave items/layout and lighting | |
Better cave textures and rock look Dead cave prop fixes, fixed some incorrect rock placements Better cave ground with flowing water and more detailed textures Fixed cave drips continuing to play even when not in cave | |
Bats now correctly fly out of cave entrances Hanging rope pick ups added to deep in caves New cave lighting prop: Laptop Single bat prefab added to parts of caves Cave audio pass, adding reverb and echo, better balancing | |
When being knocked out for first time you will now wake up in a random cave Improved cave wall memory usage Improved terrain in some areas, reduced lumpiness in rocky area, fixed issues with caves poking through terrain Beach cave entrances made bigger and easier to enter fixed light leaking into parts of some caves Fixed bloody tables in cave not being cut out of nav mesh | |
Removed lights from blue cave creatures Fixed trees vanishing when exiting caves Fixed bug where cave sounds could be heard above ground Improved collision in some cave areas | |
Caves added to the game |
These fixes only apply to multiplayer:
Version | Changes |
---|---|
(multiplayer) Trapped Cave fish are now correctly synced between players | |
(Multiplayer) Fixed foundation built in caves not working properly for clients (Multiplayer) Fixed clients not seeing trapped fish in caves. | |
(Multiplayer) In-cave flag is now stored in player data, this will prevent the cave not loading properly issue for clients saving in caves around the sinkhole (not retroactive for saves already broken but compatible with working saves and prevents the issue from that point forward) | |
(multiplayer)Fixed some exploded cave in areas not syncing correctly between players | |
(Multiplayer) Fixed spawning in sinkhole as client preventing cave entrances to work properly (Multiplayer) Fixed exploded cave rock walls respawned after leaving and returning to caves for host | |
(Multiplayer) Fixed exploded rocks in caves not properly synced with late joining clients and being stuck not exploded | |
(Multiplayer)Fixed cave fires doubling up visually when lit (Multiplayer) Now showing an icon next to other player name indicating they currently are inside a cave | |
(Multiplayer) Fixed (again)backpack overlay icon not showing up in world after dying in a cave (Multiplayer) Fixed cave pre-placed fires not being lightable | |
(Multiplayer) Fixed enemies not appearing in caves in multiplayer, if client entered cave alone (Multiplayer) Fixed client getting rain while in caves (Multiplayer) Fixed rain stopping for clients when host enters caves | |
(Multiplayer) Fixed an issue with streamed cave props causing lag on remote endpoints (Multiplayer) Fixed cave map positioning on remote players and removed the fully revealed map material | |
(Multiplayer) Fixed player_net held cave map looking transparent for other players | |
(Multiplayer)Fixed enter cave animation not playing for other players | |
(Multiplayer) The cave map and the passenger manifest are passed on to the respawned player when dying | |
(multiplayer) Fixed bug where cave enemies would sometimes ignore clients if client was far enough away from host player | |
(multiplayer)Fixed issue where clients couldn’t break wood planks open in some parts of caves | |
(multiplayer) Fixed Clients not getting cold outside of caves | |
(multiplayer) Breakable pathways in caves are now synced with clients | |
(multiplayer) Fixed loading a game saved in caves as client | |
(multiplayer)Fixed bug in mutant a.i. where half of the enemies would stop finding player after exiting a cave | |
(multiplayer)Fixed enemies falling through ground if host entered a cave without client players (multiplayer)Fixed bug where if player was killed in a cave (instead of outside) ocean would stop rendering and issues with animals vanishing could occur | |
(multiplayer) fixed bug where mutants would not appear in caves unless player was near server host | |
(multiplayer) Fixed issue where clients would sometimes swim in caves |
Cave
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Where is +2 Holy talisman?
Haligdrake Talisman +2 Location – The Haligdrake Talisman +2 in Elden Ring is located in Mohgwyn Palace, accessible by using the Sending Gate near the western cliffs of the Consecrated Snowfield or by completing White-Faced Varré’s questline. Starting from Palace Approach Ledge-Road, head down the trail into the marsh.
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Where is the loot cave?
Speaking of the original loot cave: you can find a Destiny 2 loot cave Easter egg over in the Skywatch section of the Cosmodrome. It’s the same one that was added to Destiny 1 in its later years. Just walk straight ahead from the Skywatch landing zone and look for a cave by the nearest Hive spire.
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