This guide serves as the continuation of The Frosts: First Ones walkthrough. Read part one first if you haven't played the game from the beginning. In part two, we'll continue to witness the journey of Berak, a hunter who's on his way to find a missing man. The first walkthrough covers up until Berak has come out of the spirit gorge/ravine.
This guide serves as the continuation of The Frosts: First Ones walkthrough. Read part one first if you haven't played the game from the beginning.
In part two, we'll continue to witness the journey of Berak, a hunter who's on his way to find a missing man. The first walkthrough covers up until Berak has come out of the spirit gorge/ravine.
Let's scale cliffs, withstand the cold and snowy nature, and trick wild animals all to save our lost friend!
Out of the Spirit Ravine
After you come to a bright area out of the ravine, you should see a path on the left that circles the rocky cliff. Go through it. Continue moving forward, and you should see a snow fox in the distance. Viewing the snow fox will get you an achievement.
Head upwards, and you'll see an owl on top of a rock. Jump at it to scare the owl. Continue traversing the rocky path until you've come to a plain covered in white snow. Walk through the bushes.
Once you encounter a massive pile of snow-covered basalt rocks, take the right path to meet four owls. Scare all of them. Next, take the left path to scare two more owls. At this point, you may already get the "Wild Owls" achievement. Don't worry if you haven't; there are still other opportunities ahead. Continue heading down the bushy path. Eventually, you'll come across a wounded deer and her fawns. Approach and inspect the deer.
Berak will then decide to make a camp nearby to tend to the mother deer. Find branches to make a bonfire. Afterward, light the fire. Inspect the injured doe once more by firelight. In the bandaging process, click on the following numbers in order: number 1 four times, number 2 once, then keep clicking number 1 until you finish. The day will turn to night.
At this time, the doe will howl in pain. Inspect the deer to bandage her again. Click the following numbers in order: number 1 five times, number 2 once, number 1 three times, number 3 once, then keep clicking number 1 until you finish. The night will turn to morning.
The Third Day
In the morning, inspect the wounded deer one last time. Once the sun gets brighter, the doe will finally heal, and you'll get an achievement for saving her. Leave the deer family and head left, and you should see the trail of blood coming from the previoulsy wounded doe. Trace back to the trail leading towards a gaping hole from which cold steam rises upward. There's another owl you can scare on top of a cliff above the hole. Continue moving forward, then, lo and behold, you find the campfire Hendrik used. Inspect it. Afterward, continue moving left.
Eventually, you'll hear a wolf howl. Be careful; if you move forward, you'll get killed by one of the wolves. First, get closer to the wolves, and use the bushes to hide your presence. Don't let yourself be completely visible. Berak will then recite a monologue where he remembers another hunter waiting for the wolves to gather around their prey before he snuck past.
Step back a little until the wolf doesn't focus on you anymore. Once it gets back to eating, quietly walk past them. After you get to the ice-covered area, scare the owl. Next, move forward and climb the slope. Scare the owls near the cluster of ice stalagmites. After you walk some more, Berak will notice the deep snowy footprints of Hendrik.
Follow the footprints, and you'll get to an area filled with birds. Walk along the crevice nearby, which leads to an ice cave. Enter and explore the cave. You'll encounter a familiar supernatural phenomenon, floating ice rocks. Seeing this anomaly means you're close to a spirit.
If you pay attention, you will see that the darker area of the cave slightly hides a path. Head towards it and get to the next area. You'll encounter a mysterious item surrounded by glassy-looking plants. Inspect the mysterious item. The item will summon the spirit.
The spirit will then talk to Berak. It tells Berak that it needs humans' help before flying. Follow the spirit, and the spirit will talk again. It tells Berak that both the human world and the spirit's world are in danger. It'll also mention that Hendrik is already in another world. Berak then agrees to go to the other world to save Hendrik.
The Spirit's World
You are now in another world. After a while, Hendrik will come and talk to you. After talking for a while, Berak deduces that time moves slower here. Head northeast and follow the path. Following Hendrik's instruction, climb the rocky cliff. Choose the following ledges in order: 1 three times, 2 four times, then keep clicking 1 until you finish.
Once you're at the top of the cliff, choose the left path and move forward. You'll eventually encounter an allosaurus, a carnivorous dinosaur. Run to the left to escape it. Along the way, you'll need to choose between two paths a few times. Take the following paths in order: bottom, top, top. At the end of the road, jump into the water.
Having escaped from the beast, Berak and Hendrik look for a place to camp.
Time Skip
Three days have passed, and the men have found a shelter. After witnessing a series of dialogues between the two men, time jumps ahead by two weeks. After a short while, Hendrik speaks of the news that he saw traces of a spirit in a cave.
Head to the cave in the north. Inside, inspect the glowing blue light. Afterward, go deeper into the cave until you witness floating boulders once more. Head closer to the spot where the spirit's creation takes place.
From the spirit's creation spot, head left, and you'll see a blocked passage. Dig out the blocking rubble and go inside. Continue forward until you come across an abyss. Make sure to stand at the very end of the rocky path. After you go through a dialogue with Hendrik, a group of spirits will appear. Enjoy the epilogue.
Congratulations, you've finished The Frosts: First Ones!
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